Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Rewarding Proactive Play
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The_Gneech" data-source="post: 6393346" data-attributes="member: 6779"><p>So, I have a group of passive players. Like, really passive players. Like it's reached the point where I said "Here are three jobs up on the board at the adventurer's guild. Pick one for next week please." And they all just stared at me. It's not unlike trying to run a game for Bartleby the Scrivener.</p><p></p><p>They've always been on the passive side, but it has reached the point of brokenness. Not just accepting it when I start a session with "You're in this situation and here's how you got here," they are effectively refusing to play any other way. I don't know how this has come to pass, if it's something I've done or some personality change as people have aged, or what. But I can't keep running games this way, and I don't particularly want to. If I'm going to be just narrating a "choose your own adventure" book to the table, what do I need the other players for? Game prep has taken over my life, setting up scenes and coming up with storylines to run the group through, to be rewarded with "Eh, that was pretty good" at the end.</p><p></p><p>So I'm trying to come up with ways to fix this. I don't expect to be able to just drop the group in the middle of a sandbox game and revitalize the table, but I am going to start working to wean the group off this unhealthy dependence to the rails, before I lose my interest in running the game entirely and it falls apart.</p><p></p><p>An important detail, this is a steady group that's been around a long time, so the go-to answers of "find another group" or "kill them and take their stuff" are not really applicable here. What I'm looking for are ways to encouraging the existing group into a more proactive mode of play. I know they won't all go for it– at least one of them is diffident nearly to the point of social anxiety, and so I don't expect him to grab the reins and go. But the rest of them have played in a more active mode before, and I'd like to find ways to reinforce and bring that about again.</p><p></p><p>Any suggestions? I've started by switching to a more location-based scenario design ("Here are the NPCs, here are the dungeons/wilderness locales, and what happens happens...") and putting a few obvious hooks out, but I fear this is going to lead to at least one session of them staring at me with decision paralysis. Having someone burst in with a machine gun, as Chandler would advocate, just puts me right back to being all aboard Plot Railroad, so it's something I'd rather avoid.</p><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 6393346, member: 6779"] So, I have a group of passive players. Like, really passive players. Like it's reached the point where I said "Here are three jobs up on the board at the adventurer's guild. Pick one for next week please." And they all just stared at me. It's not unlike trying to run a game for Bartleby the Scrivener. They've always been on the passive side, but it has reached the point of brokenness. Not just accepting it when I start a session with "You're in this situation and here's how you got here," they are effectively refusing to play any other way. I don't know how this has come to pass, if it's something I've done or some personality change as people have aged, or what. But I can't keep running games this way, and I don't particularly want to. If I'm going to be just narrating a "choose your own adventure" book to the table, what do I need the other players for? Game prep has taken over my life, setting up scenes and coming up with storylines to run the group through, to be rewarded with "Eh, that was pretty good" at the end. So I'm trying to come up with ways to fix this. I don't expect to be able to just drop the group in the middle of a sandbox game and revitalize the table, but I am going to start working to wean the group off this unhealthy dependence to the rails, before I lose my interest in running the game entirely and it falls apart. An important detail, this is a steady group that's been around a long time, so the go-to answers of "find another group" or "kill them and take their stuff" are not really applicable here. What I'm looking for are ways to encouraging the existing group into a more proactive mode of play. I know they won't all go for it– at least one of them is diffident nearly to the point of social anxiety, and so I don't expect him to grab the reins and go. But the rest of them have played in a more active mode before, and I'd like to find ways to reinforce and bring that about again. Any suggestions? I've started by switching to a more location-based scenario design ("Here are the NPCs, here are the dungeons/wilderness locales, and what happens happens...") and putting a few obvious hooks out, but I fear this is going to lead to at least one session of them staring at me with decision paralysis. Having someone burst in with a machine gun, as Chandler would advocate, just puts me right back to being all aboard Plot Railroad, so it's something I'd rather avoid. -The Gneech :cool: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Rewarding Proactive Play
Top