A lot of players in our group, me included, are a bit shy when it comes to roleplaying and improvisation, so I'm looking for some simple, improv-centric games that our group could play to loosen up at the start of a session.
Do you have any good ones? Preferably, I'm looking for activities which could be completed in about 5 minutes.
One thing you can do in game is ask players simple, easy questions about their characters and what they're doing. A good one I like to start with is, when they're at tavern, asking them what kind of food they order. That can get the ball rolling as far as thinking about who they are, talking about what they're doing or would like to do, and in general can work those "thinking in character" muscles.
I find music can be helpful. I like to start each game out by playing the same musical piece each game as a signal to begin. This allows everyone to wrap up their out of game discussions and transition there mental state into their characters. The music should be something that works for everyone, and generally fits the style of the game as well. I then begin the game as soon as the music fades out/ends.
Then over time it may be fun to vary the music just a little for special occasions/games. Perhaps a game played on Halloween for example. As the chemistry of the group improves this kind of thing may be easier to implement, but in the beginning I would stick to the same music.
Sing a song together - that should quell any starting shyness.
Yeah the moment someone tried to pull "lets sing a song as a warm up" would be the moment I left the table.
Do something like CharlesThePlant suggests, go around the table and ask Each Player simple questions (and expect just a single sentence as an answer):
"You enter a dungeon room <description of the room>." "What does Alice do?" Alice's player: I'll check the table while making sure there are no traps. "What does Bob do?" Bob's player: I'll watch the door for enemies. "What does Charles do?" Charles's player: I'll...
Trying to force shy players into the RP by some "warm-up activities" will just make them hate it.
A lot of Actual Play streams and casts do about five minutes of ice breaking transitioning to game. If your group members have a favorite, copy their banter.
I'd say "structured banter" will get the social juices more primed than a structured improv RP activity. The way they usually work, is the DM usually leads with a question, sometimes game related, sometimes theme related, sometimes just topically and not pertaining to the game, and does an around the horn, with everyone getting equal time. Once gone around, the DM then recaps the last session or campaign till now, making sure to touch on each character and how that _character_ may be feeling at the start of the session.
The around the horn should take five minutesish, the recap leads right into game time and will be of varying length depending on how much the current session is reliant on key details from the past session(s).
There's a few simple things that are done at my groups table at the start of each session, or at various points to help loosen things up or keep things loose. 1. Everyone rolls a d20, highest roll gets to ask the lowest roll a question. Doesn't have to be anything deep, just a simple question about your character such as "what's the weather like where you're from?" 2. Get everyone involved in light setting/world building development. I'm not talking super deep complex DM things but a simple "We arrive at Midgar, what are some things you notice as we approach and enter the town?" can go a long way to get people involved and help break the ice a bit. 3. Just a simple question of asking what the players did between sessions, asking what they did during some down time. Obviously there are times to flow sessions into sessions but there's usually that little break where you arrive at a new town, rest at an in. Or you just set up camp, etc. When things like that happen it's the perfect opportunity to have a little chat about what just happened to the party, ask eachother questions, how's everyone feeling, Jimmy your party Barbarian decapitated two goblins, let's bring that up and talk about it etc.
There are plenty of ways to get by the awkwardness, just know that everyone goes through thta phase and it only gets easier.
Run a non-combat rp session at the beginning of the campaign. Kind of like a Session Zero. This will help your players get comfortable with each other.
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I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
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A lot of players in our group, me included, are a bit shy when it comes to roleplaying and improvisation, so I'm looking for some simple, improv-centric games that our group could play to loosen up at the start of a session.
Do you have any good ones? Preferably, I'm looking for activities which could be completed in about 5 minutes.
Sing a song together - that should quell any starting shyness.
One thing you can do in game is ask players simple, easy questions about their characters and what they're doing. A good one I like to start with is, when they're at tavern, asking them what kind of food they order. That can get the ball rolling as far as thinking about who they are, talking about what they're doing or would like to do, and in general can work those "thinking in character" muscles.
I find music can be helpful. I like to start each game out by playing the same musical piece each game as a signal to begin. This allows everyone to wrap up their out of game discussions and transition there mental state into their characters. The music should be something that works for everyone, and generally fits the style of the game as well. I then begin the game as soon as the music fades out/ends.
Then over time it may be fun to vary the music just a little for special occasions/games. Perhaps a game played on Halloween for example. As the chemistry of the group improves this kind of thing may be easier to implement, but in the beginning I would stick to the same music.
Yeah the moment someone tried to pull "lets sing a song as a warm up" would be the moment I left the table.
Do something like CharlesThePlant suggests, go around the table and ask Each Player simple questions (and expect just a single sentence as an answer):
"You enter a dungeon room <description of the room>."
"What does Alice do?" Alice's player: I'll check the table while making sure there are no traps.
"What does Bob do?" Bob's player: I'll watch the door for enemies.
"What does Charles do?" Charles's player: I'll...
Trying to force shy players into the RP by some "warm-up activities" will just make them hate it.
A lot of Actual Play streams and casts do about five minutes of ice breaking transitioning to game. If your group members have a favorite, copy their banter.
I'd say "structured banter" will get the social juices more primed than a structured improv RP activity. The way they usually work, is the DM usually leads with a question, sometimes game related, sometimes theme related, sometimes just topically and not pertaining to the game, and does an around the horn, with everyone getting equal time. Once gone around, the DM then recaps the last session or campaign till now, making sure to touch on each character and how that _character_ may be feeling at the start of the session.
The around the horn should take five minutesish, the recap leads right into game time and will be of varying length depending on how much the current session is reliant on key details from the past session(s).
Jander Sunstar is the thinking person's Drizzt, fight me.
There's a few simple things that are done at my groups table at the start of each session, or at various points to help loosen things up or keep things loose.
1. Everyone rolls a d20, highest roll gets to ask the lowest roll a question. Doesn't have to be anything deep, just a simple question about your character such as "what's the weather like where you're from?"
2. Get everyone involved in light setting/world building development. I'm not talking super deep complex DM things but a simple "We arrive at Midgar, what are some things you notice as we approach and enter the town?" can go a long way to get people involved and help break the ice a bit.
3. Just a simple question of asking what the players did between sessions, asking what they did during some down time. Obviously there are times to flow sessions into sessions but there's usually that little break where you arrive at a new town, rest at an in. Or you just set up camp, etc. When things like that happen it's the perfect opportunity to have a little chat about what just happened to the party, ask eachother questions, how's everyone feeling, Jimmy your party Barbarian decapitated two goblins, let's bring that up and talk about it etc.
There are plenty of ways to get by the awkwardness, just know that everyone goes through thta phase and it only gets easier.
Run a non-combat rp session at the beginning of the campaign. Kind of like a Session Zero. This will help your players get comfortable with each other.
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).