Do you guys act out actions, or voices... Fundamentally, how far do you go in your acting? I want to really draw my players in and make them attached to their characters. How can I do this. How can I do this if my players are 15+ year veterans of RPGs? (NOOB DM)
Tabletop RPG have been around long enough now that there are many good articles on the internet - don't restrict yourself to those on D&D though.
The art of a good GM (short for Game Master - the term used for a DM in pretty much every other game) is in story-telling, the sort of story-telling that draws the players in.
As for style - it varies by group - my preference (and that of groups I play with) is for in-character role-play at the table, adopting accents or speech patterns, as well as body language (gesturing with hands) when conversing. We have a tendency to want the story and the game to play out like a great movie, with the characters as the stars of that movie.
I've also played D&D with people who treated it more like a board game and there was zero roleplay, but it worked well and was fun.
So honestly? Speak to your group - be open and discuss how you all prefer the game to work. :)
Thanks, this helps. Finding what drives these guys is key. I hope to do a "zero session" to find out their aspirations and goals.... "You guys have been doing this for years, why do you keep coming back" kind of thing.
I've sat and watched them for two sessions now and a lot of them kind of check out, almost throughout the entire session. Hoping to find a way to keep them engaged, although I have no experience at improv or voice acting.
I find the art of keeping the players engaged involves:
Find out what the PLAYERS enjoy about the game. Some love rolling dice in combat, others love to roleplay their character in conversation, yet others love planning and tactics. It can be difficult to appeal to all players at the same time, so it can be better at time to
Help them build CHARACTERS with goals, aspirations, flaws and desires. Even long-time players can fall into the trap of making characters without flaws & vulnerabilities, but these are often what really make the story matter. Say the party Rogue nearly died in a fire when young, failing to rescue their family, but surviving themself. Now put them in a dramatic situation where the party are trying to stop some bad guy and the building catches fire, with an npc the party have come to like trapped - does the rogue go help the npc and save them, or go after the bad guy as planned? If they don't rescue the npc - what will the npc's young daughter have to say after? It can feel mean, but many of the best stories place the heroes through adversity.
Never LET them win, but give them the opportunity and the tools to do so. There have to be consequences for actions and failure. The players must feel that it's possible for them to lose, otherwise winning doesn't feel a real victory.
Advancement - players love to feel that their character is progressing, whether that's getting more powerful and higher level, or achieving goals. With loot / magical items - there's a fine balance. If the party get magic swords every session, then they form no attachment to them. Consider instead that the party fighter is able to retrieve from a dungeon, a longsword that glows with a bluish light when drawn. It has ancient elven runes drawn down the blade and always feels cold to the touch. This adds a bit more mystery to the weapon, other than just "You found a +1 sword"
I've sat and watched them for two sessions now and a lot of them kind of check out, almost throughout the entire session. Hoping to find a way to keep them engaged, although I have no experience at improv or voice acting.
Why are they apparently 'checkin out' ? It might be that they are really getting into it.
I went to a rock concert a couple of years ago and although I was really enjoying it, I was told I looked bored! Far from it - it was a band I have loved since the eighties, and I just wanted to take it all in without the need for jigging about or waving my arms or smiling. Each to his own.
If they are an established group, as opposed to merely veterans who have come together recently, then they probably already have established roles withing the group. Fantasy Example #1: The Heroes of the Lance; when Tanis is present, the others all take a back seat, confident that Tanis is making good decisions and leading the group in the direction it needs to go. They haven't zoned out, they are quietly fulfilling their own roles.
I love the Fantasy example, it's a great one. What I meant by checking out, sadly, was in fact a euphemism for whipping out their phones. I have a list of ideas along the lines that people have mentioned that I hope to try... I just hope they are willing to work with me.
For example, maybe for important battles (every battle is tedious) I'd like to use a battlemap (I have a LOT of Heroscape pieces to use) but they may find that this drags down combat.
I will look at their background choices and spells and use hooks to draw different players in at different times. When I looked at their sheets before, they had no ideal, bond or flaws picked out... bummer.
Ultimately, I suppose, I'll do what they like unless I don't like it and we'll all move on.
I have the players speak to the NPC's in voices to have a clear distinction between what the character says and what they player says. To get the party immersed, music helps and so does being descriptive. The hardest part of keeping immersion is keeping your phone away, distraction is the death of role-play.
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Do you guys act out actions, or voices... Fundamentally, how far do you go in your acting? I want to really draw my players in and make them attached to their characters. How can I do this. How can I do this if my players are 15+ year veterans of RPGs? (NOOB DM)
Tabletop RPG have been around long enough now that there are many good articles on the internet - don't restrict yourself to those on D&D though.
The art of a good GM (short for Game Master - the term used for a DM in pretty much every other game) is in story-telling, the sort of story-telling that draws the players in.
As for style - it varies by group - my preference (and that of groups I play with) is for in-character role-play at the table, adopting accents or speech patterns, as well as body language (gesturing with hands) when conversing. We have a tendency to want the story and the game to play out like a great movie, with the characters as the stars of that movie.
I've also played D&D with people who treated it more like a board game and there was zero roleplay, but it worked well and was fun.
So honestly? Speak to your group - be open and discuss how you all prefer the game to work. :)
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Thanks, this helps. Finding what drives these guys is key. I hope to do a "zero session" to find out their aspirations and goals.... "You guys have been doing this for years, why do you keep coming back" kind of thing.
I've sat and watched them for two sessions now and a lot of them kind of check out, almost throughout the entire session. Hoping to find a way to keep them engaged, although I have no experience at improv or voice acting.
I find the art of keeping the players engaged involves:
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
It might be that they are really getting into it.
Roleplaying since Runequest.
I love the Fantasy example, it's a great one. What I meant by checking out, sadly, was in fact a euphemism for whipping out their phones. I have a list of ideas along the lines that people have mentioned that I hope to try... I just hope they are willing to work with me.
For example, maybe for important battles (every battle is tedious) I'd like to use a battlemap (I have a LOT of Heroscape pieces to use) but they may find that this drags down combat.
I will look at their background choices and spells and use hooks to draw different players in at different times. When I looked at their sheets before, they had no ideal, bond or flaws picked out... bummer.
Ultimately, I suppose, I'll do what they like unless I don't like it and we'll all move on.
I have the players speak to the NPC's in voices to have a clear distinction between what the character says and what they player says. To get the party immersed, music helps and so does being descriptive. The hardest part of keeping immersion is keeping your phone away, distraction is the death of role-play.