A big problem I have with DMing is that my players always get bored. They don't want to find the missing person or protect the town. They always get bored of what is happening and go off task by "trying to find an emu store" in the middle of the Waterdeep Dragon Heist campaign. I'm currently writing a campaign called Uprooted, which I hope they will enjoy and not get bored, but then main reason I am posting this is because I would like suggestions on how to make campaigns less boring. My group is very picky. They hate combat, fail at player interactions, and need a constant stream of treasure to keep them satisfied. If you have any suggestions to make them be more attentive and into the campaigns, that would be appreciated.
Here's the thing, as a DM you are making a story with the players. If they aren't interested in what you're doing, and you aren't interested in what they're doing, you aren't going to work together.
You need to learn what your players want, and then decide if it's something you want to provide. If it is, great! You've got a fun game coming. If you don't, maybe you and your group aren't the best combo.
You can learn what your players want pretty easily. In two different ways, IMO.
1) Ask them.
2) Let them tell you.
You can have a session 0 where you literally ask them (or give them a piece of paper with options) what kind of game they want. Players aren't going to avoid telling you, and you don't need to give them precisely what they want-- But it gives you a well of ways to get them to want to play.
You can also let them tell you in the form of their character backstory and build. What are they built for? Who are they? And how does that translate to the game? Are they built for social intrigue and solving mysteries, or just killing things as awesomely as possible? Looking at what your player provides you tells you the game they're coming to play. Ignoring their backstory, or the character build they're trying to make, it going to make them want to deviate from what you're showing them so that they can go and explore something that will fulfill their desires.
That said-- There is also a responsibility for players to participate. When they sit down at your table, they are choosing to buy-in. If your players seem like they are indulging in this behaviour extraneously to the point where it doesn't matter how much you play into their game, they won't buy into any hooks you give them, you may need to have a conversation with your players. They may need to understand that you're only human, and while you want to work with them to play off the cuff and make a fun game, when they ignore every possible hook you give them it makes it difficult to make the game exciting, immersive and well-balanced for them.
For me, I find that my players are more interested in themselves than anything else. Their characters. So my campaigns and interactions are all based around their back stories and personal objectives. Everything serves a purpose to the narrative, and I don't include filler.
When designing something, ask yourself "Why would my players want to do this". If it's just cause it's a nice thing to do, that's not really a good enough hook. If it's just cause you think it'll be fun, that's not enough either.
Ask yourself why they do what they do when it's off task. Why did they go looking for an Emu Store?
I think MellieDMhas hit most of the high points, and given you some excellent advice.
However - while it was made in jest - maybe Trirhabdahas a point buried under the humor as well.
Provided that you are - or can become - comfortable with an improvisational style of DM'ing, then maybe it's time to let the Players drive. Tell them "OK, guys - we seem to be having a disconnect between what I'm presenting, and what you want to do - so for the next bit, do what you want. You decide where you want to go, and what you want to do. Choose your own goals, pick your own actions, and I'll run the rest of the world acting and reacting to what you are doing". Then watch and see what it is they want and like to do, by their actions. After awhile you can start tailoring your adventures to the middle ground which contains aspects you and they both like.
Just be prepared for things to be chaotic and weird for awhile while they get their legs and test where the boundaries are.
A more middle-ground approach is the West Marches style of campaign, where Players tell you at the end of this session, where they want to adventure to, and what they want to do next session, and then you go and prepare that. "We want to go see if we can go find and loot the tomb of _____________", so you go create a dungeon around that tomb for next session.
Another approach is just to pepper the world with adventure hooks, for which you have not built any adventure material around yet - and see what they bite on. When they pick one up, start writing content one step ahead of them.
But - as MellieDM said - sometimes groups just don't work out. If they don't want to participate, or give you feedback, and want this to be a movie which you write for them and then project for them with no effort on their part ( yet, they want it to be tailored for them ), them maybe this isn't really a viable gaming group.
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One thing I didn't explain is that my home group rotates DMs. It's really weird. I will have to wait a bit to implement it, though. That is a problem. Another problem we have mainly is role playing. No one gets in depth to their characters and tries to act the character. They will fight monsters, grudgingly at best, but even then. Thank you for all of the suggestions. Also, for more stuff on the Uprooted campaign, click here. Click here for another thread about my campaign and Smokepowder.
A big problem I have with DMing is that my players always get bored. They don't want to find the missing person or protect the town. They always get bored of what is happening and go off task by "trying to find an emu store" in the middle of the Waterdeep Dragon Heist campaign. I'm currently writing a campaign called Uprooted, which I hope they will enjoy and not get bored, but then main reason I am posting this is because I would like suggestions on how to make campaigns less boring. My group is very picky. They hate combat, fail at player interactions, and need a constant stream of treasure to keep them satisfied. If you have any suggestions to make them be more attentive and into the campaigns, that would be appreciated.
it's been a long time...
Here's the thing, as a DM you are making a story with the players. If they aren't interested in what you're doing, and you aren't interested in what they're doing, you aren't going to work together.
You need to learn what your players want, and then decide if it's something you want to provide. If it is, great! You've got a fun game coming. If you don't, maybe you and your group aren't the best combo.
You can learn what your players want pretty easily. In two different ways, IMO.
1) Ask them.
2) Let them tell you.
You can have a session 0 where you literally ask them (or give them a piece of paper with options) what kind of game they want. Players aren't going to avoid telling you, and you don't need to give them precisely what they want-- But it gives you a well of ways to get them to want to play.
You can also let them tell you in the form of their character backstory and build. What are they built for? Who are they? And how does that translate to the game? Are they built for social intrigue and solving mysteries, or just killing things as awesomely as possible? Looking at what your player provides you tells you the game they're coming to play. Ignoring their backstory, or the character build they're trying to make, it going to make them want to deviate from what you're showing them so that they can go and explore something that will fulfill their desires.
That said-- There is also a responsibility for players to participate. When they sit down at your table, they are choosing to buy-in. If your players seem like they are indulging in this behaviour extraneously to the point where it doesn't matter how much you play into their game, they won't buy into any hooks you give them, you may need to have a conversation with your players. They may need to understand that you're only human, and while you want to work with them to play off the cuff and make a fun game, when they ignore every possible hook you give them it makes it difficult to make the game exciting, immersive and well-balanced for them.
Wow, they don't want to fight anything, and don't want to talk to anybody, but want to get rewarded with treasure...
That's a tough group. As stated above, just ask them what they'd like to see in the campaign.
"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
Maybe you just need to make your campaign all about emus. Evil emu god wants to take over the world.
Love it. 100% going to be my next campaign.
it's been a long time...
For me, I find that my players are more interested in themselves than anything else. Their characters. So my campaigns and interactions are all based around their back stories and personal objectives. Everything serves a purpose to the narrative, and I don't include filler.
When designing something, ask yourself "Why would my players want to do this". If it's just cause it's a nice thing to do, that's not really a good enough hook. If it's just cause you think it'll be fun, that's not enough either.
Ask yourself why they do what they do when it's off task. Why did they go looking for an Emu Store?
I think MellieDM has hit most of the high points, and given you some excellent advice.
However - while it was made in jest - maybe Trirhabda has a point buried under the humor as well.
Provided that you are - or can become - comfortable with an improvisational style of DM'ing, then maybe it's time to let the Players drive. Tell them "OK, guys - we seem to be having a disconnect between what I'm presenting, and what you want to do - so for the next bit, do what you want. You decide where you want to go, and what you want to do. Choose your own goals, pick your own actions, and I'll run the rest of the world acting and reacting to what you are doing". Then watch and see what it is they want and like to do, by their actions. After awhile you can start tailoring your adventures to the middle ground which contains aspects you and they both like.
Just be prepared for things to be chaotic and weird for awhile while they get their legs and test where the boundaries are.
A more middle-ground approach is the West Marches style of campaign, where Players tell you at the end of this session, where they want to adventure to, and what they want to do next session, and then you go and prepare that. "We want to go see if we can go find and loot the tomb of _____________", so you go create a dungeon around that tomb for next session.
Another approach is just to pepper the world with adventure hooks, for which you have not built any adventure material around yet - and see what they bite on. When they pick one up, start writing content one step ahead of them.
But - as MellieDM said - sometimes groups just don't work out. If they don't want to participate, or give you feedback, and want this to be a movie which you write for them and then project for them with no effort on their part ( yet, they want it to be tailored for them ), them maybe this isn't really a viable gaming group.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
You've missed a point:
3. Listen to them and implement it.
One thing I didn't explain is that my home group rotates DMs. It's really weird. I will have to wait a bit to implement it, though. That is a problem. Another problem we have mainly is role playing. No one gets in depth to their characters and tries to act the character. They will fight monsters, grudgingly at best, but even then. Thank you for all of the suggestions. Also, for more stuff on the Uprooted campaign, click here. Click here for another thread about my campaign and Smokepowder.
it's been a long time...