So, as DMs, everyone has their own style, it says so in the DMG and I've seen videos about it. An issue I have with some of my players is a discrepancy about playstyles. I am a very roleplay oriented kind of DM, I love playing different characters and playing them with the players. The issue I have with some of my players is that a lot of them just don't get as much "into" roleplay as I do, and I find it a little disappointing. I have other issues but I see this as one of the main issues (among others, teaching them how to play the game again. It's complicated and I feel like I need to re-explain somethings). Is there something I could do to make them more invested in roleplay, or is that something that I just shouldn't worry about? Additionally, is there something I could do to help them get more into the game? I've asked them to try and describe their actions before and it just hasn't worked as a larger solution. I can't just find a new group mostly because these are my actual friends outside of dnd, and it would be rather awkward if I quit. Any suggestions? I'm just struggling a little.
That's rough. I'm gonna be so real with you, I had the same problem when I started my campaign. I highly recommended that all of my players listen to D&D podcasts (I always say Just Roll With It: Riptide), and once they did, they saw how funny and entertaining it was when you actually roleplayed. Then again, your players may not be interested in listening to a D&D podcast, considering how long the episodes can be. In that case, I think you just do your best to roleplay and show the NPCs actions, and they might start to get the hang of it. This is mostly my suggestion, I'm not sure whether it would work, but it's worth a shot!
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Star Trek enthusiast, UTDR fan, Dean Winchester lover, and aspiring author/artist.
Why do you want to play D&D with them? It sounds like you were the one to instigate playing D&D if you are teaching them how to play again. If you instigated the game, you should expect no one else to be as invested in the game as you are. Big picture you cannot change what they enjoy about the game, if they don't enjoy the RP aspects nothing you do will make them enjoy it. You can nudge them to engage a bit more with RP via prompts and setting up situations they do enjoy that have a bit more of an RP bent to them, but you'll never fundamentally change what they enjoy about the game.
TL:DR You need to moderate your expectations, your friends are not you, they aren't going to suddenly love D&D as much as you do or for the same reasons you do.
Find out what they want to do most in the game. If they want to fight monsters, give them some monster-oriented quests, and roleplay the monsters as they fight them (battle commands, hurling insults, narrating their successes and failures). If they want to explore and discover new places, fill those places with interesting NPCs that bring out the secrets of the area as the PCs interact. DnD is one big balancing act of meshing all the interests of the table into a single set of rules and rulings.
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He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
So, as DMs, everyone has their own style, it says so in the DMG and I've seen videos about it. An issue I have with some of my players is a discrepancy about playstyles. I am a very roleplay oriented kind of DM, I love playing different characters and playing them with the players. The issue I have with some of my players is that a lot of them just don't get as much "into" roleplay as I do, and I find it a little disappointing. I have other issues but I see this as one of the main issues (among others, teaching them how to play the game again. It's complicated and I feel like I need to re-explain somethings). Is there something I could do to make them more invested in roleplay, or is that something that I just shouldn't worry about? Additionally, is there something I could do to help them get more into the game? I've asked them to try and describe their actions before and it just hasn't worked as a larger solution. I can't just find a new group mostly because these are my actual friends outside of dnd, and it would be rather awkward if I quit. Any suggestions? I'm just struggling a little.
Some players just don't engage with RP - ever. At worst I've seen tables where a single player just kind of zones out during social encounters. They literally never want any part of social interactions within the game. Ultimately, they were asked to leave the table due to the resentments it was causing with other players. What you've described here though feels a little to me like this isn't a group all that interesting beyond maybe some make believe monster killing and dungeon exploring.
I'd honestly suggest picking up a beginner module and running them through that. Give them the pre-gens to choose from in Lost Mine and run through that adventure. It's built for people to get a hang of the system and as an upside you won't constantly be having to explain things like druid wild shapes or any of the other complexities. Then as you run through the adventure keep note of what they respond to and what they don't. If the group don't care about the NPCs that lets you know that maybe they just want the dungeon crawls. If however, you focus on just the four or five important NPCs within that module it's less to keep track of for them. Maybe that will highlight if it was it was your homebrew adventure (iirc from your prior posts you're running a homebrewed world?), or if it was playstyle.
Sadly, I'm going to potentially offend you here but it does need to be said. There's a strong possibility that the adventure and homebrew setting you crafted just isn't interesting to the players. To be clear I'm not attacking your skill or technique here. What I'm saying is that even after over 25 years of building worlds I still create duds from time to time. After 20+ years of running TTRPGs I'll still start running an adventure that just doesn't work well. It's also not unheard of for players to simply not subjective enjoy the thing you've made. There's a phrase in writing - killing your darlings (babies) - it means sometimes that one perfect thing you've spent ages working on and love dearly needs to disappear for the good of the writing. It's heartbreaking but it is a necessary part of creativity.
This is why I say to go back to basics literally. Grab Lost Mine of Phandelver and see how they do with the beginner adventure. Don't overcomplicate with classes and options from the PHB or beyond. Run the game as a basic adventure. Keep track and take note of how your players react. If they don't engage with that adventure try something with a different style like Out of the Abyss. Once you have a read on who your players are and what they do respond to, then go back to your homebrew and work out how you can develop it so that they come to enjoy it and engage with it more.
You could also try to just talk with your players. Explain what you had expected when people play D&D, and ask them frankly what works and what doesn't. This can be scary because it does open out the potential you'll get criticism on your setting and adventure. However, if they're your friends one would assume they'll be constructive and tactful rather than malicious. If they are enjoying the games in the way they're playing them, the problem could also be your own expectations. It's why I tend to make very clear to my players that what they see on Youtube, Tiktok, or anywhere else won't be what they experience at the table. Every table is different. If they want to play at being critical role, find a group of likeminded folks who want to try it.
The other suggestion I have is to branch out. D&D isn't the best TTRPG out there and frankly many others lend themselves better to the heavy roleplay aspects. Liminal RPG by Paul Mitchener is a great urban closed world fantasy RPG that plays really well in theatre of the mind. There's no complex maths or long lists of spells. The emphasis is on the words you speak. Fiasco is a great game that is built around a cinematic act and scene structure. Characters get built with relationships, needs, objects and locations that provide a clear motivation and direction. There's FATE which is a jack-of-all-trades, master of none. It starts with the premise that characters are competent (as opposed to D&D which assumes incompetence, hence all those checks and dice rolls). All of these lack the tactical combat of D&D, but sometimes I find that taking a group of players to a different style of TTRPG can actually help them when they return to D&D. You simply can't play Fiasco without the character relationships or needs. What that then means is that when you return to D&D and start asking the players to consider what the relationships between player characters are, or what your character needs/wants, well I've always seen far more engaged play from the players.
A frank conversation may be the best solution, but hopefully there's other stuff worth thinking about too.
I'd caution that you can't make them get more into roleplaying. Instead I suggest giving them opportunities where dabbling in roleplaying and descriptive language would give them some benefit. I remember years ago Mike from Penny Arcade had a house rule for when his players missed a D20 roll by 1: If the player described their character doing something really cool in their attempt at the attack, skill check, save, etc., he would turn the off-by-1 failure into a success instead. "You can succeed on this attack if you tell a little story about it" can be a good stepping stone to get the folks who aren't super enthusiastic about roleplay to try it out just to get that benefit. If some of them start giving some descriptions on their own, start awarding inspiration so they have a reason to do it outside of the off-by-1 situations.
To encourage role-playing in my group I offered rewards for it. In this campaign we used XP so that was an easy reward. If you're not, inspirations are always good, or little bonuses like some kind of temporary magic boost (though be careful with that last one). I also brought in NPCs that they needed to interact with - guides for example, people with information. RP based events might help too - council meetings, researching information, investigating a crime - find ways to show clear benefits, is basically what I'm suggesting firstly.
Secondly I'd suggest trying to find what excites them - do like dealing with moral questions like are the local orcs just bandits raiding or has the town done something to incur their wrath? Do they like straight-up crushing evil, like catching human traffickers? Do they like helping criminals pull off the master scam, Ocean's 11 style?
Thirdly, draw on their backstories, even if they've given you a little, use that little. If they've made a hippy, surfer druid, have a friend come tell them how a gang is polluting their favourite beach. They chose this character for a reason, they picked these abilities & this little backstory for a reason & I've often found the best way to break people out of their shells is to find something personal related to their character.
As an aside, I've never found in asking people to describe things that it brings out their RP. Maybe it would be better for you to describe so they'd have an example? Hope this helps.
Can I assume the players do not know how to roleplay?
Are you leading by example? Are you roleplaying the NPCs and monsters?
It is possible that asking player to describe X is not going to work because they do not know how to describe X. Which leads to a question, are they trying, but failing?
First you need to get them to try, and be happy with what ever progress they make or don't. Remember to lead by example and have your NPCs act as you want the players to act.
Lastly after they appear to be actually attempting to roleplay on their own, then you might add points to improve. Do not offer points of critique/improvement until they get the hang of actually trying to role play.
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So, as DMs, everyone has their own style, it says so in the DMG and I've seen videos about it. An issue I have with some of my players is a discrepancy about playstyles. I am a very roleplay oriented kind of DM, I love playing different characters and playing them with the players. The issue I have with some of my players is that a lot of them just don't get as much "into" roleplay as I do, and I find it a little disappointing. I have other issues but I see this as one of the main issues (among others, teaching them how to play the game again. It's complicated and I feel like I need to re-explain somethings). Is there something I could do to make them more invested in roleplay, or is that something that I just shouldn't worry about? Additionally, is there something I could do to help them get more into the game? I've asked them to try and describe their actions before and it just hasn't worked as a larger solution. I can't just find a new group mostly because these are my actual friends outside of dnd, and it would be rather awkward if I quit. Any suggestions? I'm just struggling a little.
That's rough. I'm gonna be so real with you, I had the same problem when I started my campaign. I highly recommended that all of my players listen to D&D podcasts (I always say Just Roll With It: Riptide), and once they did, they saw how funny and entertaining it was when you actually roleplayed. Then again, your players may not be interested in listening to a D&D podcast, considering how long the episodes can be. In that case, I think you just do your best to roleplay and show the NPCs actions, and they might start to get the hang of it. This is mostly my suggestion, I'm not sure whether it would work, but it's worth a shot!
Star Trek enthusiast, UTDR fan, Dean Winchester lover, and aspiring author/artist.
SPAMTON G. SPAMTON FOR [[present]]IDENT!
Why do you want to play D&D with them? It sounds like you were the one to instigate playing D&D if you are teaching them how to play again. If you instigated the game, you should expect no one else to be as invested in the game as you are. Big picture you cannot change what they enjoy about the game, if they don't enjoy the RP aspects nothing you do will make them enjoy it. You can nudge them to engage a bit more with RP via prompts and setting up situations they do enjoy that have a bit more of an RP bent to them, but you'll never fundamentally change what they enjoy about the game.
TL:DR You need to moderate your expectations, your friends are not you, they aren't going to suddenly love D&D as much as you do or for the same reasons you do.
I wasn't the original DM, one member of the group was the DM before me. And they all said that they want to play dnd when I mentioned that I do.
Find out what they want to do most in the game. If they want to fight monsters, give them some monster-oriented quests, and roleplay the monsters as they fight them (battle commands, hurling insults, narrating their successes and failures). If they want to explore and discover new places, fill those places with interesting NPCs that bring out the secrets of the area as the PCs interact. DnD is one big balancing act of meshing all the interests of the table into a single set of rules and rulings.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
Some players just don't engage with RP - ever. At worst I've seen tables where a single player just kind of zones out during social encounters. They literally never want any part of social interactions within the game. Ultimately, they were asked to leave the table due to the resentments it was causing with other players. What you've described here though feels a little to me like this isn't a group all that interesting beyond maybe some make believe monster killing and dungeon exploring.
I'd honestly suggest picking up a beginner module and running them through that. Give them the pre-gens to choose from in Lost Mine and run through that adventure. It's built for people to get a hang of the system and as an upside you won't constantly be having to explain things like druid wild shapes or any of the other complexities. Then as you run through the adventure keep note of what they respond to and what they don't. If the group don't care about the NPCs that lets you know that maybe they just want the dungeon crawls. If however, you focus on just the four or five important NPCs within that module it's less to keep track of for them. Maybe that will highlight if it was it was your homebrew adventure (iirc from your prior posts you're running a homebrewed world?), or if it was playstyle.
Sadly, I'm going to potentially offend you here but it does need to be said. There's a strong possibility that the adventure and homebrew setting you crafted just isn't interesting to the players. To be clear I'm not attacking your skill or technique here. What I'm saying is that even after over 25 years of building worlds I still create duds from time to time. After 20+ years of running TTRPGs I'll still start running an adventure that just doesn't work well. It's also not unheard of for players to simply not subjective enjoy the thing you've made. There's a phrase in writing - killing your darlings (babies) - it means sometimes that one perfect thing you've spent ages working on and love dearly needs to disappear for the good of the writing. It's heartbreaking but it is a necessary part of creativity.
This is why I say to go back to basics literally. Grab Lost Mine of Phandelver and see how they do with the beginner adventure. Don't overcomplicate with classes and options from the PHB or beyond. Run the game as a basic adventure. Keep track and take note of how your players react. If they don't engage with that adventure try something with a different style like Out of the Abyss. Once you have a read on who your players are and what they do respond to, then go back to your homebrew and work out how you can develop it so that they come to enjoy it and engage with it more.
You could also try to just talk with your players. Explain what you had expected when people play D&D, and ask them frankly what works and what doesn't. This can be scary because it does open out the potential you'll get criticism on your setting and adventure. However, if they're your friends one would assume they'll be constructive and tactful rather than malicious. If they are enjoying the games in the way they're playing them, the problem could also be your own expectations. It's why I tend to make very clear to my players that what they see on Youtube, Tiktok, or anywhere else won't be what they experience at the table. Every table is different. If they want to play at being critical role, find a group of likeminded folks who want to try it.
The other suggestion I have is to branch out. D&D isn't the best TTRPG out there and frankly many others lend themselves better to the heavy roleplay aspects. Liminal RPG by Paul Mitchener is a great urban closed world fantasy RPG that plays really well in theatre of the mind. There's no complex maths or long lists of spells. The emphasis is on the words you speak. Fiasco is a great game that is built around a cinematic act and scene structure. Characters get built with relationships, needs, objects and locations that provide a clear motivation and direction. There's FATE which is a jack-of-all-trades, master of none. It starts with the premise that characters are competent (as opposed to D&D which assumes incompetence, hence all those checks and dice rolls). All of these lack the tactical combat of D&D, but sometimes I find that taking a group of players to a different style of TTRPG can actually help them when they return to D&D. You simply can't play Fiasco without the character relationships or needs. What that then means is that when you return to D&D and start asking the players to consider what the relationships between player characters are, or what your character needs/wants, well I've always seen far more engaged play from the players.
A frank conversation may be the best solution, but hopefully there's other stuff worth thinking about too.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
I'd caution that you can't make them get more into roleplaying. Instead I suggest giving them opportunities where dabbling in roleplaying and descriptive language would give them some benefit. I remember years ago Mike from Penny Arcade had a house rule for when his players missed a D20 roll by 1: If the player described their character doing something really cool in their attempt at the attack, skill check, save, etc., he would turn the off-by-1 failure into a success instead. "You can succeed on this attack if you tell a little story about it" can be a good stepping stone to get the folks who aren't super enthusiastic about roleplay to try it out just to get that benefit. If some of them start giving some descriptions on their own, start awarding inspiration so they have a reason to do it outside of the off-by-1 situations.
To encourage role-playing in my group I offered rewards for it. In this campaign we used XP so that was an easy reward. If you're not, inspirations are always good, or little bonuses like some kind of temporary magic boost (though be careful with that last one). I also brought in NPCs that they needed to interact with - guides for example, people with information.
RP based events might help too - council meetings, researching information, investigating a crime - find ways to show clear benefits, is basically what I'm suggesting firstly.
Secondly I'd suggest trying to find what excites them - do like dealing with moral questions like are the local orcs just bandits raiding or has the town done something to incur their wrath? Do they like straight-up crushing evil, like catching human traffickers? Do they like helping criminals pull off the master scam, Ocean's 11 style?
Thirdly, draw on their backstories, even if they've given you a little, use that little. If they've made a hippy, surfer druid, have a friend come tell them how a gang is polluting their favourite beach. They chose this character for a reason, they picked these abilities & this little backstory for a reason & I've often found the best way to break people out of their shells is to find something personal related to their character.
As an aside, I've never found in asking people to describe things that it brings out their RP. Maybe it would be better for you to describe so they'd have an example? Hope this helps.
Can I assume the players do not know how to roleplay?
Are you leading by example? Are you roleplaying the NPCs and monsters?
It is possible that asking player to describe X is not going to work because they do not know how to describe X. Which leads to a question, are they trying, but failing?
First you need to get them to try, and be happy with what ever progress they make or don't. Remember to lead by example and have your NPCs act as you want the players to act.
Lastly after they appear to be actually attempting to roleplay on their own, then you might add points to improve. Do not offer points of critique/improvement until they get the hang of actually trying to role play.