Regarding NPCs, Both those involved in world building or those involved in a side quest, how much dialog is considered too much? Like If I'm running TLMoP and I want to give a decent backstory as to why Reidoth is at Thundertree in the following monolog/dialog, what would be considered too much?
Before the players make it to Thundertree, or rather before the quest starts:
" I, Reidoth write to document then last years of my life. Recently I am told there is strange activities unfolding at Thundertree, a place of my younger years. Word of Cultists gathering in and around Thundertree swearing allegiance to a young green dragon known as VenomFang. The Cultists want nothing more than to assist Venomfang in his quest for dominance within the Neverwinter area. Even more pressing is the news of an increase in Blight activity as well...hmm many strange developments indeed, I must investigate."
Then as the players get to Thundertree they notice the Blights all walking in the area, if they decide to attack them then normal combat will occur, however if they avoid the Blights and make it to Reidoth, then the following statements occur.. (from Reidoth)..
"Did you not see the sign I conjured prior to entrance to Thundertree? This is a dangerous area and you must leave at once. I've discovered recent Blight activity in the area is occurring from a Gulthias Tree that has been planted at the center of the Ruins. I also believe this to be the cause of Thundertree's initial demise. The Gulthias tree was once said to sprout from the stake that was used to kill a Vampire. This giving the Tree Supernatural evil powers and can even lead to the creation on the Blights. What's more paramount is the recent rise of Cultists who have been attracted to the area from rumors of a young dragon in the area which they seek to worship and work alongside of to asset its dominance in Neverwinter."
from there is the PC's decide to assist Reidoth in removing or slaying Venomfang the rest plays out, but if the PC's are about to be defeated by Venomfang I would have Reidoth step in and basically continue combat with Venomfang and banish him.
First, what you have here seems fine as far as length. The bigger question is if your players will really care. If they’re not interested, they’ll think most anything is too long.
I’d suggest keeping this in reserve. If the characters start asking questions, now you have answers. If they don’t, pausing to give them backstory they are interested in will only slow down your pacing.
In my experience, any “monologuing” is too much generally speaking. But as long as the players are engaged in actual dialogue with your NPCs then they’re interested. Then any amount is fine until they loose that interest. It all comes down to the players at your table.
Agreed with the previous posts. The DM’s job is to read the room. If people start looking at their character binders, DDB, their phones, or anything other than the NPC, tailor your game interactions accordingly. It may be the type of interaction, rather than the length if you do notice eyes glazing over. Try to figure out which it is. I have a player who only engages with lighthearted, campy NPCs that are rather cartoonish (made just for him), while letting the other PCs engage with the gritty, realistic NPCs of my campaign world.
Given the context of you running this for two children, as mentioned in a previous post I'd participated in, this amount is fine. However, were I a player at your table I'd expect it to be broken down as such:
"I've discovered recent Blight activity in the area is occurring from a Gulthias Tree that has been planted at the center of the Ruins. I also believe this to be the cause of Thundertree's initial demise."
"Did you not see the sign I conjured prior to entrance to Thundertree? This is a dangerous area and you must leave at once. I've discovered recent Blight activity in the area is occurring from a Gulthias Tree that has been planted at the center of the Ruins. I also believe this to be the cause of Thundertree's initial demise. The Gulthias tree was once said to sprout from the stake that was used to kill a Vampire. This giving the Tree Supernatural evil powers and can even lead to the creation on the Blights."
"What's more paramount is the recent rise of Cultists who have been attracted to the area from rumors of a young dragon in the area which they seek to worship and work alongside of to asset its dominance in Neverwinter."
"Oh, that's pretty bad."
While I would expect this kind of exchange I wouldn't necessarily like it because I like being railroaded and taken on guided tours, but the other people at my table want to inquire, investigate, and feel like they're contributing to the game. The thing about the above conversation is that we know what you're going to say, therefore I can respond appropriately having time to think rather than improvise, like we're following a script. D&D is a game that will require spontaneity, improvisation and taking initiative, and the infodump that is the above dialogue removes just about all of it.
In any other context I would say this is just too much, and that the players should be able to roll, speak or otherwise participate because it's their game as much as it is yours.
Rollback Post to RevisionRollBack
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
To post a comment, please login or register a new account.
Regarding NPCs, Both those involved in world building or those involved in a side quest, how much dialog is considered too much? Like If I'm running TLMoP and I want to give a decent backstory as to why Reidoth is at Thundertree in the following monolog/dialog, what would be considered too much?
Before the players make it to Thundertree, or rather before the quest starts:
" I, Reidoth write to document then last years of my life. Recently I am told there is strange activities unfolding at Thundertree, a place of my younger years. Word of Cultists gathering in and around Thundertree swearing allegiance to a young green dragon known as VenomFang. The Cultists want nothing more than to assist Venomfang in his quest for dominance within the Neverwinter area. Even more pressing is the news of an increase in Blight activity as well...hmm many strange developments indeed, I must investigate."
Then as the players get to Thundertree they notice the Blights all walking in the area, if they decide to attack them then normal combat will occur, however if they avoid the Blights and make it to Reidoth, then the following statements occur.. (from Reidoth)..
"Did you not see the sign I conjured prior to entrance to Thundertree? This is a dangerous area and you must leave at once. I've discovered recent Blight activity in the area is occurring from a Gulthias Tree that has been planted at the center of the Ruins. I also believe this to be the cause of Thundertree's initial demise. The Gulthias tree was once said to sprout from the stake that was used to kill a Vampire. This giving the Tree Supernatural evil powers and can even lead to the creation on the Blights. What's more paramount is the recent rise of Cultists who have been attracted to the area from rumors of a young dragon in the area which they seek to worship and work alongside of to asset its dominance in Neverwinter."
from there is the PC's decide to assist Reidoth in removing or slaying Venomfang the rest plays out, but if the PC's are about to be defeated by Venomfang I would have Reidoth step in and basically continue combat with Venomfang and banish him.
First, what you have here seems fine as far as length. The bigger question is if your players will really care. If they’re not interested, they’ll think most anything is too long.
I’d suggest keeping this in reserve. If the characters start asking questions, now you have answers. If they don’t, pausing to give them backstory they are interested in will only slow down your pacing.
In my experience, any “monologuing” is too much generally speaking. But as long as the players are engaged in actual dialogue with your NPCs then they’re interested. Then any amount is fine until they loose that interest. It all comes down to the players at your table.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Agreed with the previous posts. The DM’s job is to read the room. If people start looking at their character binders, DDB, their phones, or anything other than the NPC, tailor your game interactions accordingly. It may be the type of interaction, rather than the length if you do notice eyes glazing over. Try to figure out which it is. I have a player who only engages with lighthearted, campy NPCs that are rather cartoonish (made just for him), while letting the other PCs engage with the gritty, realistic NPCs of my campaign world.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
Try DDB free: Free Rules (2024), premade PCs, adventures, one shots, encounters, SC, homebrew, more
Answers: physical books, purchases, and subbing.
Check out my life-changing
Given the context of you running this for two children, as mentioned in a previous post I'd participated in, this amount is fine. However, were I a player at your table I'd expect it to be broken down as such:
"Er..."
"Why?"
"What's a Gulthias Tree?"
"OK, that doesn't seem so bad..."
"Oh, that's pretty bad."
While I would expect this kind of exchange I wouldn't necessarily like it because I like being railroaded and taken on guided tours, but the other people at my table want to inquire, investigate, and feel like they're contributing to the game. The thing about the above conversation is that we know what you're going to say, therefore I can respond appropriately having time to think rather than improvise, like we're following a script. D&D is a game that will require spontaneity, improvisation and taking initiative, and the infodump that is the above dialogue removes just about all of it.
In any other context I would say this is just too much, and that the players should be able to roll, speak or otherwise participate because it's their game as much as it is yours.
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft