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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Seeking DM Advice: Managing Extroverted Players
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="iserith" data-source="post: 8214900" data-attributes="member: 97077"><p>Structuring exploration in the way you suggest works well in my experience. One doesn't want it to be as structured as combat, but not so unstructured that the spotlight is shared unevenly. So you'll have to figure out the sweet spot for your approach in the context of your group. (I generally use 10-minute turns myself with wandering monster checks every 10 minutes.) Ask what they want to do one by one, then resolve it in the order that makes the most sense. Then repeat as necessary until the move on. In general, it's often a good idea to say "What do you do, [Specific Character]?" rather than leave it open-ended because the extroverted players will jump on an open-ended question. That's good for social interaction challenges, too.</p><p></p><p>As for asking to make "skill checks," if we're talking about D&D 5e here, the game is set up such that players shouldn't really want to roll. Ideally they just succeed without a roll because a d20 is very swingy and thus unreliable. But in order to succeed, a player must position his or her character (in a fictional sense) such that the uncertainty as to the outcome of the task and/or the meaningful consequence for failure are negated. This requires explaining to the DM what you want to do and how you set about doing it in a way that resolves the task on its own. Sometimes, despite a player's best efforts, the DM still think there's an uncertain outcome and a meaningful consequence for failure and a roll is called for. But that should not be where the player <em>starts</em>.</p><p></p><p>So, one way you might encourage your players is to tell them that the most optimal way to proceed in a game like this is to describe what they are doing and hope to accomplish in a reasonably clear and succinct fashion. They are more likely to succeed on the whole if they do this, provided what they are doing relative to what they hope to accomplish is reasonable in context. If succeeding more often than they fail is their goal, there's no denying that this is the best way to do it. As a backup, they should also be engaging in tasks for which they have a good chance to succeed if they do have to roll. That means doing stuff in line with proficiencies or at least having some backup resources like Inspiration on hand to shore up areas where the character is weak when it comes to the dice.</p></blockquote><p></p>
[QUOTE="iserith, post: 8214900, member: 97077"] Structuring exploration in the way you suggest works well in my experience. One doesn't want it to be as structured as combat, but not so unstructured that the spotlight is shared unevenly. So you'll have to figure out the sweet spot for your approach in the context of your group. (I generally use 10-minute turns myself with wandering monster checks every 10 minutes.) Ask what they want to do one by one, then resolve it in the order that makes the most sense. Then repeat as necessary until the move on. In general, it's often a good idea to say "What do you do, [Specific Character]?" rather than leave it open-ended because the extroverted players will jump on an open-ended question. That's good for social interaction challenges, too. As for asking to make "skill checks," if we're talking about D&D 5e here, the game is set up such that players shouldn't really want to roll. Ideally they just succeed without a roll because a d20 is very swingy and thus unreliable. But in order to succeed, a player must position his or her character (in a fictional sense) such that the uncertainty as to the outcome of the task and/or the meaningful consequence for failure are negated. This requires explaining to the DM what you want to do and how you set about doing it in a way that resolves the task on its own. Sometimes, despite a player's best efforts, the DM still think there's an uncertain outcome and a meaningful consequence for failure and a roll is called for. But that should not be where the player [I]starts[/I]. So, one way you might encourage your players is to tell them that the most optimal way to proceed in a game like this is to describe what they are doing and hope to accomplish in a reasonably clear and succinct fashion. They are more likely to succeed on the whole if they do this, provided what they are doing relative to what they hope to accomplish is reasonable in context. If succeeding more often than they fail is their goal, there's no denying that this is the best way to do it. As a backup, they should also be engaging in tasks for which they have a good chance to succeed if they do have to roll. That means doing stuff in line with proficiencies or at least having some backup resources like Inspiration on hand to shore up areas where the character is weak when it comes to the dice. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Seeking DM Advice: Managing Extroverted Players
Top