OK, So I'm new to DnD (started because of the apocalypse ;) and have now become the main DM for the group, running a homebrew westmarches world with a mix of comedy, gothic horror and adventure. I've done about 30 sessions so far and everyone is pretty happy with things but I decided to make a google doc survey to ask for feedback (I know, really bad idea right!)
Generally the feedback was very positive, with my DMing rating 4 out of 5, but there were issues which came up and though I kinda new about them, I'm at a loss what to do to fix them.
The main one is my NPC's, they are consistently classed as unhelpful. I do sometimes make them deliberately unhelpful for the plot (maybe I rely on that too much), but not all the time, its probably part of my innate nature (I'm not good socially, people usually have to drag things out of me) I can't seem to strike the balance between just giving them all the information and stonewalling them. I tried once just letting them have all the information when they rolled really well, and they didn't know what to do with it or recognize its importance.
My default NPC is one who lets the players approach and will answer their questions (which looking at that sentence is probably the problem) or will approach them with an issue and ask for help, though that seems to not work well as they never seem to want to help them and mistrust them (my players have become very cynical about the NPC's motives...and any 'magic items' they find, I think it was the bucket of infinite russians which did it).
But how can I make NPC's more helpful in general? are there any tips, trick to use? I've wondered about random tables to help be more spontaneous?
Thats probably not very clear or helpful, but I tried :I
I think you answered your own question, actually. Though you may also find it useful to prepare your session by writing down the pieces of info you're comfortable sharing. That way you have bite sized chunks of exposition ready for when you need it, and you don't have to worry about revealing too much. I wouldn't restrict it to just what NPCs know about -- after all, from a player perspective, nobody knows what an NPC does or doesn't know, and you can also reveal the info via other methods than just NPC dialogue.
Did the nature of the survey allow you to assess if you players see this as a problem? Maybe your NPCs add color more than being helpful. How do you know anyone has a problem with that?
If they do have a problem with it, why not ask them up front? "What kind of help were you looking for, Player?"
I tried once just letting them have all the information when they rolled really well, and they didn't know what to do with it or recognize its importance.
Making deductions or picking out what's relevant in a pile of information is well within the bounds of the Investigation skill. Helpful when the characters are smarter than the players.
My default NPC is one who lets the players approach and will answer their questions (which looking at that sentence is probably the problem) or will approach them with an issue and ask for help, though that seems to not work well as they never seem to want to help them and mistrust them (my players have become very cynical about the NPC's motives...and any 'magic items' they find, I think it was the bucket of infinite russians which did it).
Humans are extremely risk averse. If you have an NPC betray your players or give them cursed items, they will forever after suspect that you will do it again. You may need to spend some time building more trust or just be more upfront in situations where they successfully insight/identify things. This isn't about the characters trusting NPCs, it's about your players trusting you. Because they know it's you behind every one of those NPCs and magic items, and their risk aversion overpowers their efforts to avoid metagaming.
Intentionally useless NPCs may have a similar effect depending on the table. Some people would see a pointless conversation as a fun roleplay opportunity, but others would see it as a waste of the precious few hours they have available to game for the week. You'd really need to read the table to figure out if it's worth doing with a given group.
But overall it sounds like you're getting really good responses, so I wouldn't worry about changing things up too much. Sometimes people complain about things without fully realizing what those things are contributing to the overall experience. Certainly if you chopped out everything that wasn't directly tied to the plot and force-fed it to your players, most of them wouldn't see that as an improvement. It's just a balancing act, and I tend to use in-game observation of the players' reactions to determine where to draw the line.
I find that sometimes my players will have their character just go talk to a bunch of people; quite a few more than I had prepared for. In those circumstances I have trouble finding names, and things for the NPC to talk with the players about.
When the party comes into a new settlement, they are usually going to talk to the inn keeper. They are going to talk to a patron in the tavern if there is a big scene. They will either talk to one or more of the parties in the big scene or someone unrelated just to find out, "who is that guy?" They could have to talk with one of the guards (DM choice there). They would have to talk to someone in the stable if they have animals. If they need to go shopping or sell off some junk then they will talk to the general good shopkeeper. make these NPCs a bit more interesting and have them provide some story or hooks and even some hints. Don't just have the shopkeeper talk about what they have/don't have and how much it will cost. Have him mention a recent shipment never showed up. So there are bandits on that road, or worse. Now the players can do something and develop some degree of bond with the shopkeeper.
I hope this helps, but you may be doing all of this already. Good luck.
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OK, So I'm new to DnD (started because of the apocalypse ;) and have now become the main DM for the group, running a homebrew westmarches world with a mix of comedy, gothic horror and adventure. I've done about 30 sessions so far and everyone is pretty happy with things but I decided to make a google doc survey to ask for feedback (I know, really bad idea right!)
Generally the feedback was very positive, with my DMing rating 4 out of 5, but there were issues which came up and though I kinda new about them, I'm at a loss what to do to fix them.
The main one is my NPC's, they are consistently classed as unhelpful. I do sometimes make them deliberately unhelpful for the plot (maybe I rely on that too much), but not all the time, its probably part of my innate nature (I'm not good socially, people usually have to drag things out of me) I can't seem to strike the balance between just giving them all the information and stonewalling them. I tried once just letting them have all the information when they rolled really well, and they didn't know what to do with it or recognize its importance.
My default NPC is one who lets the players approach and will answer their questions (which looking at that sentence is probably the problem) or will approach them with an issue and ask for help, though that seems to not work well as they never seem to want to help them and mistrust them (my players have become very cynical about the NPC's motives...and any 'magic items' they find, I think it was the bucket of infinite russians which did it).
But how can I make NPC's more helpful in general? are there any tips, trick to use? I've wondered about random tables to help be more spontaneous?
Thats probably not very clear or helpful, but I tried :I
I think you answered your own question, actually. Though you may also find it useful to prepare your session by writing down the pieces of info you're comfortable sharing. That way you have bite sized chunks of exposition ready for when you need it, and you don't have to worry about revealing too much. I wouldn't restrict it to just what NPCs know about -- after all, from a player perspective, nobody knows what an NPC does or doesn't know, and you can also reveal the info via other methods than just NPC dialogue.
Did the nature of the survey allow you to assess if you players see this as a problem? Maybe your NPCs add color more than being helpful. How do you know anyone has a problem with that?
If they do have a problem with it, why not ask them up front? "What kind of help were you looking for, Player?"
Making deductions or picking out what's relevant in a pile of information is well within the bounds of the Investigation skill. Helpful when the characters are smarter than the players.
Humans are extremely risk averse. If you have an NPC betray your players or give them cursed items, they will forever after suspect that you will do it again. You may need to spend some time building more trust or just be more upfront in situations where they successfully insight/identify things. This isn't about the characters trusting NPCs, it's about your players trusting you. Because they know it's you behind every one of those NPCs and magic items, and their risk aversion overpowers their efforts to avoid metagaming.
Intentionally useless NPCs may have a similar effect depending on the table. Some people would see a pointless conversation as a fun roleplay opportunity, but others would see it as a waste of the precious few hours they have available to game for the week. You'd really need to read the table to figure out if it's worth doing with a given group.
But overall it sounds like you're getting really good responses, so I wouldn't worry about changing things up too much. Sometimes people complain about things without fully realizing what those things are contributing to the overall experience. Certainly if you chopped out everything that wasn't directly tied to the plot and force-fed it to your players, most of them wouldn't see that as an improvement. It's just a balancing act, and I tend to use in-game observation of the players' reactions to determine where to draw the line.
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
I find that sometimes my players will have their character just go talk to a bunch of people; quite a few more than I had prepared for. In those circumstances I have trouble finding names, and things for the NPC to talk with the players about.
When the party comes into a new settlement, they are usually going to talk to the inn keeper. They are going to talk to a patron in the tavern if there is a big scene. They will either talk to one or more of the parties in the big scene or someone unrelated just to find out, "who is that guy?" They could have to talk with one of the guards (DM choice there). They would have to talk to someone in the stable if they have animals. If they need to go shopping or sell off some junk then they will talk to the general good shopkeeper. make these NPCs a bit more interesting and have them provide some story or hooks and even some hints. Don't just have the shopkeeper talk about what they have/don't have and how much it will cost. Have him mention a recent shipment never showed up. So there are bandits on that road, or worse. Now the players can do something and develop some degree of bond with the shopkeeper.
I hope this helps, but you may be doing all of this already. Good luck.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt