So I got a weird request from one of my pc's yesterday and I am looking for help on how to approach it.
So I have a game with two players in it. Both of them are new to playing dnd and are friends of mine. The one player is thriving with the role play and combat, but her bf is not so much. The other day he said that he wasn't having fun due to having to many options during the course of the game. He said that he would like for me to give him options so that he can make decisions easier kinda like an rpg where you have choices to choose from and you hit the button you want to pick the direction to go. I am not sure how to implement something like that without hindering the flow of my game
Maybe have him respec as a champion fighter. They’re pretty much designed for new players to get used to the game. Or a samurai — not a lot of buttons to press there, either.
When I first started in the game I was worried about this. I was so used to video games where dialogue lines were pre-written and journal entries were made for me for the purposes of tracking quests. It's not something you can really do much about as it's the player who needs to manage their expectations, but there's a couple of things I can suggest.
Remind the players to take notes. A quick "did you get all that?" or "just make sure you've noted that down" will give this player some information to act upon. It's their job to pipe up and say, "I want to [act upon information given]" and collaborate with the party.
Ask the party as a whole what they want to do. Take note of the people (or person, in this instance) who doesn't say much or is struggling to get a word in. The player who is having difficulty might need to be reminded of what they can do: are there shops they could do with visiting, are there quests they can embark on, do they have any sort of duties to their class (feeding their pet, praying at a temple, etc.). Use this as a chance to talk about the area the characters are in: gush about the people you want characters to talk to, bang on about landmarks that might have some history, or just give them hinters to things taking place that yearn for their attention.
Again, ask what they want to do. My expectation of D&D is mostly "anything I want to do I can attempt to do." No is a full sentence, too. Ask the player what's happening in their mind's eye, to picture themselves stood where they are: they're with a party of adventurers ready to make a move, or they're in the thick of battle: what takes priority for them and their motivations? The more evocative the image you create, the more evocative a response they can provide. List their options, but if you can get them to say what they want to do rather than ask them and have them respond "sure," that's progress.
They will eventually break the habit of asking for a breakdown of what they can do, especially if they're taking notes. If they're invested, they'll say, "well my character has this thing they want to do," or "I want to do this, how can I go about that?"
I reckon you're doing fine as a DM. If you can, talk with the player who's having an easier time, and see if they can bring their partner out of their shell. Finally, if they're not enjoying themselves and can't bring themselves out of their current mindset, tell them this might not be the game for them and that they can either watch while their partner plays, or spend their time elsewhere. No D&D is better than bad D&D.
I wish you all luck. It seems like you've got a nice group, and hopefully this player will engage a bit more!
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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."
It is largely in the role playing aspects of the game. Because he has the freedom to do anything he can't think of a single thing he can do because it's too much freedom. He wants limited options so he can move forward without delaying the story.
It is largely in the role playing aspects of the game. Because he has the freedom to do anything he can't think of a single thing he can do because it's too much freedom. He wants limited options so he can move forward without delaying the story.
Try presenting him some then. Ask him things like: ”Do you talk to the person or walk away?” Offering some simple options like that can help open the door for them to act on their own later after they get more experience.
I agree with Sposta there, by more hand holding and guiding. Once conversations are over, maybe even a recap, "Maria the Baker mentioned she was worried about her uncle Jerry in the forest to the North, so you could look into that if you wanted" kind of things, to spur him on a bit and let him know he can grab at almost ANY of the dangling threads.
Another option would be to talk to them about their group dynamic. Maybe his character becomes a guardian or follower or assistant to hers as she explores things. Make sure he feels like he can and sometimes should spit out ideas and suggestions, but have her do much of the driving as it were. As he gets more comfortable, she can lean on him a bit more "What do you think about going to check on uncle Jerry?" type of things.
Easing him into it, maybe using her enthusiasm as a tool might work. He can see how she kind of picks through the many options presented and participate a bit, without feeling pressured to make choices he's unsure of. Being a follower, whose opinion is asked during decision making is a step toward being a bit more comfortable in leading.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Maybe talk to him about working a more directed motivation into his backstory as well. Give the character a clear goal that might take a long time to accomplish; revenge on the knight who betrayed his father, recovery of the lost sword of so-and-so, or just trying to pay off their mothers debt to the local thieve's guild.
That way, they're still an adventurerer with a reason to search the land far and wide, but when they get to a town or something they have some direction and immediately start asking the townsfolk if they know of what he seeks.
Sorry I did not get back to this, had a busy afternoon. Thanks for all the advice from everyone. I think what I may do is try to keep him from doing any individual things and try to keep him at his girlfriends side as much as possible so she can make any major decisions (with his input of course). Then if he does have to make a decision then I can give him a couple of ideas that he can choose from. I just hope he doesn't get too reliant on it moving forward
I ran into something like this when I was a new DM running a homebrew sandbox game. I realized that I needed to make my plot hooks more obvious and more focused because my players felt like there were too many things to do. Not sure if this is at all relevant to you, but sometimes it's simply a matter of using a bit more neon in your signs and clarifying what options are actually available that are related to things you've already laid out in front of your players.
Leading questions are a useful tool as well... "How does your character explore the scene?" "Who does your character choose to talk to?" "The goblins want to fight, what do you do?"
The leading questions are a definite way to get the player to learn how to play RPGs. After some time they will start asking themselves these questions without prompting whenever they encounter a new scene/situation.
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So I got a weird request from one of my pc's yesterday and I am looking for help on how to approach it.
So I have a game with two players in it. Both of them are new to playing dnd and are friends of mine. The one player is thriving with the role play and combat, but her bf is not so much. The other day he said that he wasn't having fun due to having to many options during the course of the game. He said that he would like for me to give him options so that he can make decisions easier kinda like an rpg where you have choices to choose from and you hit the button you want to pick the direction to go. I am not sure how to implement something like that without hindering the flow of my game
Any ideas are appreciated.
What class is he?
Maybe have him respec as a champion fighter. They’re pretty much designed for new players to get used to the game.
Or a samurai — not a lot of buttons to press there, either.
When I first started in the game I was worried about this. I was so used to video games where dialogue lines were pre-written and journal entries were made for me for the purposes of tracking quests. It's not something you can really do much about as it's the player who needs to manage their expectations, but there's a couple of things I can suggest.
They will eventually break the habit of asking for a breakdown of what they can do, especially if they're taking notes. If they're invested, they'll say, "well my character has this thing they want to do," or "I want to do this, how can I go about that?"
I reckon you're doing fine as a DM. If you can, talk with the player who's having an easier time, and see if they can bring their partner out of their shell. Finally, if they're not enjoying themselves and can't bring themselves out of their current mindset, tell them this might not be the game for them and that they can either watch while their partner plays, or spend their time elsewhere. No D&D is better than bad D&D.
I wish you all luck. It seems like you've got a nice group, and hopefully this player will engage a bit more!
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
When you say “too many options,” I have to ask in what way? In combat? In social interactions? What? My answer will largely depend on yours.
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It is largely in the role playing aspects of the game. Because he has the freedom to do anything he can't think of a single thing he can do because it's too much freedom. He wants limited options so he can move forward without delaying the story.
Try presenting him some then. Ask him things like: ”Do you talk to the person or walk away?” Offering some simple options like that can help open the door for them to act on their own later after they get more experience.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I agree with Sposta there, by more hand holding and guiding. Once conversations are over, maybe even a recap, "Maria the Baker mentioned she was worried about her uncle Jerry in the forest to the North, so you could look into that if you wanted" kind of things, to spur him on a bit and let him know he can grab at almost ANY of the dangling threads.
Another option would be to talk to them about their group dynamic. Maybe his character becomes a guardian or follower or assistant to hers as she explores things. Make sure he feels like he can and sometimes should spit out ideas and suggestions, but have her do much of the driving as it were. As he gets more comfortable, she can lean on him a bit more "What do you think about going to check on uncle Jerry?" type of things.
Easing him into it, maybe using her enthusiasm as a tool might work. He can see how she kind of picks through the many options presented and participate a bit, without feeling pressured to make choices he's unsure of. Being a follower, whose opinion is asked during decision making is a step toward being a bit more comfortable in leading.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Maybe talk to him about working a more directed motivation into his backstory as well. Give the character a clear goal that might take a long time to accomplish; revenge on the knight who betrayed his father, recovery of the lost sword of so-and-so, or just trying to pay off their mothers debt to the local thieve's guild.
That way, they're still an adventurerer with a reason to search the land far and wide, but when they get to a town or something they have some direction and immediately start asking the townsfolk if they know of what he seeks.
Sorry I did not get back to this, had a busy afternoon. Thanks for all the advice from everyone. I think what I may do is try to keep him from doing any individual things and try to keep him at his girlfriends side as much as possible so she can make any major decisions (with his input of course). Then if he does have to make a decision then I can give him a couple of ideas that he can choose from. I just hope he doesn't get too reliant on it moving forward
I ran into something like this when I was a new DM running a homebrew sandbox game. I realized that I needed to make my plot hooks more obvious and more focused because my players felt like there were too many things to do. Not sure if this is at all relevant to you, but sometimes it's simply a matter of using a bit more neon in your signs and clarifying what options are actually available that are related to things you've already laid out in front of your players.
Leading questions are a useful tool as well... "How does your character explore the scene?" "Who does your character choose to talk to?" "The goblins want to fight, what do you do?"
The leading questions are a definite way to get the player to learn how to play RPGs. After some time they will start asking themselves these questions without prompting whenever they encounter a new scene/situation.