I'm a new DM and my players are all new and something I'd like to improve is the RP the players never talk in character and don't really take the initiative to do anything without me explicitly saying hey guys how bout we do this thing like if we do one thing they'll just stand there silently waiting for me to direct them to next thing and I'd really like some tips on how to try and fix this
Well I'd caution you not to look at all of it as something that needs to be "fixed." My group has been going for 9-10 years now and we don't talk in character. For me, it's fun for the first session and then just gets tedious trying to keep it up. That doesn't mean I don't like to roleplay - I think very hard about how my character would approach whatever challenges we face - I just don't like to act. So some of this is player preference and there isn't really a right way to do it.
Lack of initiative among players I think is pretty common to people new to D&D. They just aren't used to a game where they can do literally anything they can imagine. I'd try to be patient and let them get used to the concept. Keep things moving, but give them lots of chances to speak up. "Anything else you want to look at before you move on?" - that kind of thing.
You can also lead with clues that encourage engagement rather than giving out concrete details. If they search for a secret door, tell them they detect a draft in that corner or something rather than just saying "you find a door." They don't have to make any more checks to find it, but they do need to describe themselves investigating the draft. Just little things like that will get them more used to the idea of interacting with the world through their characters.
Give inspiration for roleplay moments. Here's an example from a one-shot I played with a DM running a game for mostly new players. There was a moment where the players were climbing down into some sewers to chase something... one of the players said he did a flip and jumped in, so the DM gave him inspiration for doing something cool and interesting. It set the tone to, at minimum, to describe how the characters perform an action and translated to the players focusing more on roleplay. You can't expect your players to instantly go all-in on roleplay, and some players will never get there because that might not be part of the game they like, but just make sure that they're rewarded for the little things and it will motivate them to do more, and hopefully connect with their own characters.
I agree with both Scatterbraind and Transmorpher above, both don't think of this as something that NEEDS to be fixed and also focus on rewarding your players when they break their comfort zone. They're new players, and still learning not just the mechanics and how to play, but their own personal comfort zones.
Often when I want to encourage roleplaying, and I think my players are just shy or nervous about being made fun of... I'll throw wild and ridiculous characters at my players and play them to the hilt! Someone friendly and happy but also outrageous, with a silly voice and an over the top personality. Let them laugh at/with ME, and have that ice breaker moment. And then ANY positive interaction with that character will gain them something useful from that NPC (items, info, praise)...even if they still don't do it in character, if they're 3rd person, I lavish them in character with joy. Some players will still never be comfy hard core role playing in 1st person, but usually once they see that this is a place where they can be free to play and be a little silly and it'll be encouraged and welcomed, they open up more to the experience.
I completely agree that this isn't anything that needs to be "fixed." They don't have to talk in character ever if they don't want to. It is perfectly valid to RP by saying, "My character asks the innkeeper if he's ever heard of this rogue." Rather than saying, "My character says, 'Avast there, matey! I be lookin' for a surrrvy knave who stands about yea high and has a patch o'er one eye! Be ye seen such a feller in the last seven-day?'"
And also as scatter said for lacking initiative, prod them a little. "What else would you like to do here or do you want to move on?" is a good question.
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Often when I want to encourage roleplaying, and I think my players are just shy or nervous about being made fun of... I'll throw wild and ridiculous characters at my players and play them to the hilt! Someone friendly and happy but also outrageous, with a silly voice and an over the top personality. Let them laugh at/with ME, and have that ice breaker moment.
I'm realizing I did that on accident on my first game as a DM because the players went shopping and asked what the shopkeep looked like, so I panicked a bit and just made them a french elf with a curly mustache and an Outrageous Accent, since no one really expects much character development from someone like that, but at least it gets a laugh.
Role playing isn't easy. Just because D&D is a "game" doesn't mean that everyone can pick it up quickly and easily. Learning to role play well is equivalent to learning a new language, or learning to play a musical instrument. It takes consistent practice and regular opportunities to put that practice into action. It may take several years of sustained effort before someone gains full fluency in the art of role playing. That being said, there are some ways to improve the learning curve.
1. Before your campaign begins, have a Session Zero (or even two of them). As the players fill out their character sheets, have them also write out their character's backstory, motivations, and goals, as thoroughly as possible. This can even be something they work on for a week or two in between the Session Zero and the start of the campaign. D&D is improvisational theater. It would be hard for any actor to portray a character that they know nothing about. During this session you can also describe to each of them what their characters already know about the campaign world. Very often when a DM asks the group, "Where do you want to go?" the group might respond, "Well, where can we go?" The more they know about the world they're in, the easier it will be to make decisions and to take initiative in that space. Session Zero is key!
2. Encourage players to always speak in the first person when portraying their characters. A player should never say, "My character does this." It should always be, "I do this." The more they blur the line between themselves and their characters, the easier it will be for them to embody that character and to hear what their character is telling them to do. This also goes with referring to other characters. They should be calling each other's characters by the character's name, not the player's name. It's, "I tell Orthak to follow me", not, "I tell Jim's character to follow me." Whether or not each player chooses to do a different voice for their character is their choice. It's not necessary, and doing a goofy voice will distract from the game more than it will enhance it, but making even a slight difference in the voice will help those at the table know when the character is speaking and when the player is speaking.
3. Don't be afraid of silence. When you have described the room the enter, and you have laid out their options before them, and you ask what they do next.... wait for them to tell you. It's a sales pressure tactic. Let them feel a bit of discomfort. Maybe remind them after a bit what the stakes are if they fail in their quest. Or have a random wandering monster interrupt them. Force them to push forward or die.
Everyone is different. Some people are very outgoing and dive into role playing and embrace it. Some people are more reserved and need more time. That's okay. A good party needs both kinds of thinkers. D&D is improvisational theater in which the cast is also the audience. Remind them that this is not you telling them a story. This is you helping them write their own story. Hopefully, that will help.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Don’t be afraid to get crazy with your NPCs, but don’t let your campaign become a joke either. A balance of humor, romance, action and drama will encourage people to come out of their shells and join in.
if you don't mind me asking by improve in their RP. what does that look like for you. Because the RP of a after work group will look very differently to groups like critical role.
Have you tried cookies? Make sure to offer a gluten free option on a separate plate.
Good idea 😊. And yeah. Some people (like me) have allergies. And be careful of baking with peanuts. Like my bff is allergic to peanut butter.
Ya know, I was gonna mention nut allergies too, but was worried about people thinking I went overboard. So I’m glad you did. (Mention it I mean, not going overboard.) And while we’re at it, maybe consider a vegan option as well since they can’t eggs.
And a dairy free milk alternative like Almond milk, or at the very least a lactose digestive supplement.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
I'd be wary of thorough back stories, especially among a group of new players. Backstories can easily become baggage that gets in the way of the actual game. I read somewhere in this forum a good guideline, that a PCs "story" at any moment of the campaign should be able to be put forth in as many paragraphs equal to their proficiency bonus. I like that, and it save the rest of the table from this:
The character, especially a new players, should be made to go forward, not look backward. With less strictures, "background" can become attached to a character as the adventure proceeds. There was another good jumpstart background in the thread I mentioned above where you should be able to hit the ground running by saying "my character is a NOUN who VERB CLAUSE and (if the DM is particularly generous or wants a rich world) VERB CLAUSE.
Improv actors don't spend a lot of time on backstory, it's introduced improvisational as the scene needs. Stage and screen actors when researching a role don't usually dwell on backstory, the motivation becomes apparent from the forward moving script. Their research tends to be for body language and mannerisms, technical jargon etc. Of course interiority is important to a character, but in a game that interiority can be developed as the player comes to understand their character.
But for a cool tip? In either Creating a Role or An Actor Prepares (I think the the former), Stanislavski had a workshop where characters were created on the spot by actors who were allowed to pick one prop or element of costume and go with it from there. So have your players bring a (safe) prop to the table or screen. Maybe the dwarf warrior who lives for the mead hall has giant mug in their hand all the time. Maybe the noble shows up in a fancy jacket. The Rogue's player pops some gum in their mouth, the character's head is always on a swivel and always trying to figure out what people really wants, they chew that gum nervously like a rabbit, and the rest of players face and then mind will follow. Let them play games to get to their character.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
I agree about backstories. Overly detailed backstories with too much information in them can be an impediment to game play rather than a boon.
A backstory of a role-playing game character needs to explain three things: Starting abilities, presence in the starting area, and motivation.
Starting abilities: the background explain why the character is in the chosen class, or how the character learned the starting abilities in that class (why did you become a druid? How did you learn the sneaky skills of a rogue? etc).
Presence in the starting area: The background should explain how the character got to the starting location (unless the DM provides that in some other way).
Motivation: Why the character is an adventurer -- why does the character choose this life of going out into the dangerous world exploring dungeons? Or in a city/intrigue campaign, why has the character gotten involved with the local politics?
You can explain all of those things in a paragraph or two. More than that is not necessary.
I'll make one other point... Someone on the internet (whom I shall not name because I know he is a lightning rod, and no it was not Colville) said "the most important thing that happened to your character shouldn't be in the backstory." Backstory provides your character with a reason to start... but all the interesting stuff should occur during the campaign. When you are level 10, the level 1-9 stuff is your backstory, and it should be way more interesting than the pre-level-1 stuff written before the campaign even began.
As long as a background does those three things, that is all you need to start.
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I agree about backstories. Overly detailed backstories with too much information in them can be an impediment to game play rather than a boon.
A backstory of a role-playing game character needs to explain three things: Starting abilities, presence in the starting area, and motivation.
Starting abilities: the background explain why the character is in the chosen class, or how the character learned the starting abilities in that class (why did you become a druid? How did you learn the sneaky skills of a rogue? etc).
Presence in the starting area: The background should explain how the character got to the starting location (unless the DM provides that in some other way).
Motivation: Why the character is an adventurer -- why does the character choose this life of going out into the dangerous world exploring dungeons? Or in a city/intrigue campaign, why has the character gotten involved with the local politics?
You can explain all of those things in a paragraph or two. More than that is not necessary.
I'll make one other point... Someone on the internet (whom I shall not name because I know he is a lightning rod, and no it was not Colville) said "the most important thing that happened to your character shouldn't be in the backstory." Backstory provides your character with a reason to start... but all the interesting stuff should occur during the campaign. When you are level 10, the level 1-9 stuff is your backstory, and it should be way more interesting than the pre-level-1 stuff written before the campaign even began.
As long as a background does those three things, that is all you need to start.
personally I like to write a friend or rival into my character's back story. It adds some nice RP hooks
I'm a new DM and my players are all new and something I'd like to improve is the RP the players never talk in character and don't really take the initiative to do anything without me explicitly saying hey guys how bout we do this thing like if we do one thing they'll just stand there silently waiting for me to direct them to next thing and I'd really like some tips on how to try and fix this
Well I'd caution you not to look at all of it as something that needs to be "fixed." My group has been going for 9-10 years now and we don't talk in character. For me, it's fun for the first session and then just gets tedious trying to keep it up. That doesn't mean I don't like to roleplay - I think very hard about how my character would approach whatever challenges we face - I just don't like to act. So some of this is player preference and there isn't really a right way to do it.
Lack of initiative among players I think is pretty common to people new to D&D. They just aren't used to a game where they can do literally anything they can imagine. I'd try to be patient and let them get used to the concept. Keep things moving, but give them lots of chances to speak up. "Anything else you want to look at before you move on?" - that kind of thing.
You can also lead with clues that encourage engagement rather than giving out concrete details. If they search for a secret door, tell them they detect a draft in that corner or something rather than just saying "you find a door." They don't have to make any more checks to find it, but they do need to describe themselves investigating the draft. Just little things like that will get them more used to the idea of interacting with the world through their characters.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Give inspiration for roleplay moments. Here's an example from a one-shot I played with a DM running a game for mostly new players. There was a moment where the players were climbing down into some sewers to chase something... one of the players said he did a flip and jumped in, so the DM gave him inspiration for doing something cool and interesting. It set the tone to, at minimum, to describe how the characters perform an action and translated to the players focusing more on roleplay. You can't expect your players to instantly go all-in on roleplay, and some players will never get there because that might not be part of the game they like, but just make sure that they're rewarded for the little things and it will motivate them to do more, and hopefully connect with their own characters.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I agree with both Scatterbraind and Transmorpher above, both don't think of this as something that NEEDS to be fixed and also focus on rewarding your players when they break their comfort zone. They're new players, and still learning not just the mechanics and how to play, but their own personal comfort zones.
Often when I want to encourage roleplaying, and I think my players are just shy or nervous about being made fun of... I'll throw wild and ridiculous characters at my players and play them to the hilt! Someone friendly and happy but also outrageous, with a silly voice and an over the top personality. Let them laugh at/with ME, and have that ice breaker moment. And then ANY positive interaction with that character will gain them something useful from that NPC (items, info, praise)...even if they still don't do it in character, if they're 3rd person, I lavish them in character with joy. Some players will still never be comfy hard core role playing in 1st person, but usually once they see that this is a place where they can be free to play and be a little silly and it'll be encouraged and welcomed, they open up more to the experience.
Find me on Twitter: @OboeLauren
Scatter's advice is spot on.
I completely agree that this isn't anything that needs to be "fixed." They don't have to talk in character ever if they don't want to. It is perfectly valid to RP by saying, "My character asks the innkeeper if he's ever heard of this rogue." Rather than saying, "My character says, 'Avast there, matey! I be lookin' for a surrrvy knave who stands about yea high and has a patch o'er one eye! Be ye seen such a feller in the last seven-day?'"
And also as scatter said for lacking initiative, prod them a little. "What else would you like to do here or do you want to move on?" is a good question.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I'm realizing I did that on accident on my first game as a DM because the players went shopping and asked what the shopkeep looked like, so I panicked a bit and just made them a french elf with a curly mustache and an Outrageous Accent, since no one really expects much character development from someone like that, but at least it gets a laugh.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Let me clarify I never meant fixed, it was a writing error I meant improved
I think our advice still stands.
Lauren's point is a good one for RP. As a DM, play the NPCs out, speaking in character, and your players who want to will start doing it back.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Role playing isn't easy. Just because D&D is a "game" doesn't mean that everyone can pick it up quickly and easily. Learning to role play well is equivalent to learning a new language, or learning to play a musical instrument. It takes consistent practice and regular opportunities to put that practice into action. It may take several years of sustained effort before someone gains full fluency in the art of role playing. That being said, there are some ways to improve the learning curve.
1. Before your campaign begins, have a Session Zero (or even two of them). As the players fill out their character sheets, have them also write out their character's backstory, motivations, and goals, as thoroughly as possible. This can even be something they work on for a week or two in between the Session Zero and the start of the campaign. D&D is improvisational theater. It would be hard for any actor to portray a character that they know nothing about. During this session you can also describe to each of them what their characters already know about the campaign world. Very often when a DM asks the group, "Where do you want to go?" the group might respond, "Well, where can we go?" The more they know about the world they're in, the easier it will be to make decisions and to take initiative in that space. Session Zero is key!
2. Encourage players to always speak in the first person when portraying their characters. A player should never say, "My character does this." It should always be, "I do this." The more they blur the line between themselves and their characters, the easier it will be for them to embody that character and to hear what their character is telling them to do. This also goes with referring to other characters. They should be calling each other's characters by the character's name, not the player's name. It's, "I tell Orthak to follow me", not, "I tell Jim's character to follow me." Whether or not each player chooses to do a different voice for their character is their choice. It's not necessary, and doing a goofy voice will distract from the game more than it will enhance it, but making even a slight difference in the voice will help those at the table know when the character is speaking and when the player is speaking.
3. Don't be afraid of silence. When you have described the room the enter, and you have laid out their options before them, and you ask what they do next.... wait for them to tell you. It's a sales pressure tactic. Let them feel a bit of discomfort. Maybe remind them after a bit what the stakes are if they fail in their quest. Or have a random wandering monster interrupt them. Force them to push forward or die.
Everyone is different. Some people are very outgoing and dive into role playing and embrace it. Some people are more reserved and need more time. That's okay. A good party needs both kinds of thinkers. D&D is improvisational theater in which the cast is also the audience. Remind them that this is not you telling them a story. This is you helping them write their own story. Hopefully, that will help.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
I often flip back and forth between NPCs with quirks and voices, and those that don't.
Read your audience as well.If I handed out inspiration for crazy ideas to my teen group, they would all start doing silly stuff just to get a reward.
I agree with the others though that if you're not afraid to look a little silly, they will give RP a shot too.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Don’t be afraid to get crazy with your NPCs, but don’t let your campaign become a joke either. A balance of humor, romance, action and drama will encourage people to come out of their shells and join in.
if you don't mind me asking by improve in their RP. what does that look like for you. Because the RP of a after work group will look very differently to groups like critical role.
Outside the Lines Fantasy – A collection of self published fiction stories.
Have you tried cookies? Make sure to offer a gluten free option on a separate plate.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Good idea 😊. And yeah. Some people (like me) have allergies. And be careful of baking with peanuts. Like my bff is allergic to peanut butter.
Ya know, I was gonna mention nut allergies too, but was worried about people thinking I went overboard. So I’m glad you did. (Mention it I mean, not going overboard.) And while we’re at it, maybe consider a vegan option as well since they can’t eggs.
And a dairy free milk alternative like Almond milk, or at the very least a lactose digestive supplement.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Did someone say cookies???
Are there cookies???
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
Only if you RP hard enough.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I'd be wary of thorough back stories, especially among a group of new players. Backstories can easily become baggage that gets in the way of the actual game. I read somewhere in this forum a good guideline, that a PCs "story" at any moment of the campaign should be able to be put forth in as many paragraphs equal to their proficiency bonus. I like that, and it save the rest of the table from this:
https://www.youtube.com/watch?v=V09V6YVVmu4
The character, especially a new players, should be made to go forward, not look backward. With less strictures, "background" can become attached to a character as the adventure proceeds. There was another good jumpstart background in the thread I mentioned above where you should be able to hit the ground running by saying "my character is a NOUN who VERB CLAUSE and (if the DM is particularly generous or wants a rich world) VERB CLAUSE.
Improv actors don't spend a lot of time on backstory, it's introduced improvisational as the scene needs. Stage and screen actors when researching a role don't usually dwell on backstory, the motivation becomes apparent from the forward moving script. Their research tends to be for body language and mannerisms, technical jargon etc. Of course interiority is important to a character, but in a game that interiority can be developed as the player comes to understand their character.
But for a cool tip? In either Creating a Role or An Actor Prepares (I think the the former), Stanislavski had a workshop where characters were created on the spot by actors who were allowed to pick one prop or element of costume and go with it from there. So have your players bring a (safe) prop to the table or screen. Maybe the dwarf warrior who lives for the mead hall has giant mug in their hand all the time. Maybe the noble shows up in a fancy jacket. The Rogue's player pops some gum in their mouth, the character's head is always on a swivel and always trying to figure out what people really wants, they chew that gum nervously like a rabbit, and the rest of players face and then mind will follow. Let them play games to get to their character.
Jander Sunstar is the thinking person's Drizzt, fight me.
I agree about backstories. Overly detailed backstories with too much information in them can be an impediment to game play rather than a boon.
A backstory of a role-playing game character needs to explain three things: Starting abilities, presence in the starting area, and motivation.
You can explain all of those things in a paragraph or two. More than that is not necessary.
I'll make one other point... Someone on the internet (whom I shall not name because I know he is a lightning rod, and no it was not Colville) said "the most important thing that happened to your character shouldn't be in the backstory." Backstory provides your character with a reason to start... but all the interesting stuff should occur during the campaign. When you are level 10, the level 1-9 stuff is your backstory, and it should be way more interesting than the pre-level-1 stuff written before the campaign even began.
As long as a background does those three things, that is all you need to start.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
personally I like to write a friend or rival into my character's back story. It adds some nice RP hooks
Outside the Lines Fantasy – A collection of self published fiction stories.