Hi, I'm about to start my first campaign. I have 7 players who are new to the game and have pretty short attention spans. Does anyone have any tips on how to keep them ingaged especially in combat.
Hereis a set of great ideas and brilliant advice on how to run flowing and engaging combat, wrapped in an annoying and infuriating writing style, peppered with profanity.
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.
Address your players by their character names, it'll help them RP more and feel like the world is more real.
Describe what the players are doing if they don't. "I want to stab him in the face" from the player turns into "You stab at the creature with your rapier and watch as a deep wound opens up from the strike" from you when you resolve the dice rolls.
Pick a player to answer "which way do you go" or "what do you do next", and change it every time. Eventually someone will take on the "leadership" role, but that doesn't mean you stop asking each player.
Make sure each character has a spot to shine. In a combat heavy game, the RPers will not have much to do, in a Social intrigue/mystery game the combat oriented will be bored to tears. You'll have to put a little of everything from RP to Combat into your games so each player will have something to do. It may not all be in one session, but as long as you sprinkle it in, they'll appreciate it.
Speak up for the quiet ones! There's almost always a church mouse in a group of that size, the one who feels like their voice is never heard, or that they don't have anything to input. Speak up for them, ask them directly what their thoughts and actions are, enable them to speak up and be heard.
In combat, call out the next person in the initiative, even if there are 3 monsters before them, it'll help speed up combat. Give players about 15 seconds to describe what they're doing, if they are stumped, come back to them at the end of the initiative. If they're really bad and not paying attention, skip their turn. After a few missed opportunities they'll start to pay attention much more. Combat is supposed to be hectic and fast paced, make it that way.
And most of all, just have fun yourself. If you're stressed it'll show in the game, the players will pick up on it, and it will make the game awkward. Relax, have fun, laugh at mistakes, poke fun at each other, and just play.
Address your players by their character names, it'll help them RP more and feel like the world is more real.
Describe what the players are doing if they don't. "I want to stab him in the face" from the player turns into "You stab at the creature with your rapier and watch as a deep wound opens up from the strike" from you when you resolve the dice rolls.
Pick a player to answer "which way do you go" or "what do you do next", and change it every time. Eventually someone will take on the "leadership" role, but that doesn't mean you stop asking each player.
Make sure each character has a spot to shine. In a combat heavy game, the RPers will not have much to do, in a Social intrigue/mystery game the combat oriented will be bored to tears. You'll have to put a little of everything from RP to Combat into your games so each player will have something to do. It may not all be in one session, but as long as you sprinkle it in, they'll appreciate it.
Speak up for the quiet ones! There's almost always a church mouse in a group of that size, the one who feels like their voice is never heard, or that they don't have anything to input. Speak up for them, ask them directly what their thoughts and actions are, enable them to speak up and be heard.
In combat, call out the next person in the initiative, even if there are 3 monsters before them, it'll help speed up combat. Give players about 15 seconds to describe what they're doing, if they are stumped, come back to them at the end of the initiative. If they're really bad and not paying attention, skip their turn. After a few missed opportunities they'll start to pay attention much more. Combat is supposed to be hectic and fast paced, make it that way.
And most of all, just have fun yourself. If you're stressed it'll show in the game, the players will pick up on it, and it will make the game awkward. Relax, have fun, laugh at mistakes, poke fun at each other, and just play.
Thanks for the advice. My players are completely new to the game. So I don't know if they're more rpers or combat oriented.
The only thing I would recommend, and can't recommend enough, is to have something like a session zero. I don't know if you were planning on having one already, but I think it's an invaluable part of the process and will help things start off and carry on smoothly.
I split my session zero into 4 sections, basically. These are just points that I went over in mine. Feel free to take and leave what you want, as every table is different.
1st was table etiquette. Be nice. Don't tell people how to play their character (but be willing and open to help and suggestions as appropriate). Don't hog all the time or speak over others - share the spotlight. Snacks/drinks. Be on time (showing respect for everyone at the table). Communicate - make an atmosphere where people feel able to speak up about what they like or don't like, or what makes them uncomfortable, etc.
Then I brought up expectations. What do you want to get out of playing - why are you here? How much RP are you comfortable doing/want to do? Do you want very descriptive traveling? How much combat do you want? How hard do you want combat to be? How do we feel about character death?
Then I went on to mechanics. All published 5e material is fair game? Natural 1's and 20's only "crit" on to-hit rolls? Or do we want crits to do something for skill checks and saving throws as well? More description, or more effort in RP will lower DCs? Understand that even if you get a 30 on a skill check, you can still fail. ex. not being killed and just imprisoned instead. Flanking is allowed? Potions take an action or bonus action to use? Encumbrance? Gritty realism??? Feats allowed? Multi-classing allowed? Gods are as involved as you want them to be for your character. If you are playing a magic user, please know your spells. I can help, but I am not interested in playing your character for you.
Finally I talked about the Campaign. Given everything that you talked about, you can start formulating how to generate the story of the campaign. Tell them what they can expect - will it be largely sandbox and literally anything can happen? You can become mercenaries, pirates, kings/queens, farmers, etc. If you had something specific in mind, tell them "this campaign will feature X heavily". "X" can be a certain creature type (fiend, dragon, undead, etc.), a certain style of play (roleplay and intrigue heavy, or murder hobos, or heavy explorations, etc.), or even a restriction on race and/or class. will this be high magic or sword and sorcery? Medieval or modern/futuristic? Or something else?
Akacen is 100% correct about a session zero! They list some great things to talk about and questions to ask your players to get them more invested and involved in the game. Asking what they want out of the game in all the ways they listed will help you create a game they'll be engaged in.
I also suggest having some safety tools in place. Safety tools are a way for players and DMs to communicate and check-in before, during, and after a game in order to make sure everyone is having fun and no one is uncomfy with things happening at the table. It can be really simple to have a moment and talk about things people do not want in their D&D game for any reason, and a way for players in game to express if they are uncomfortable personally with a situation.
I also heartily endorse the idea of a session zero.
Things I try to cover in Session 0:
Description of General Flow, and how I run a game: Good game flow is important. everyone has the right to express opinions and wants for the game, everyone can bring up rules/interpretations, BUT the GM will make a "snap decision" in the moment, and that's a final ruling for right then; "snap decisions" can be discussed outside game session time - it's possible that the ruling may change for future occasions .
Division of Responsibilities/Rights: Players control their characters, DM controls the NPCs and World, Host controls the playing space and social rules there ( e.g. please no swearing around the host's small children running through the room).
Players' Expectations: What kind of adventures do you want to play in? Name 3 books and/or movies you really liked or thought were influential on you. What kind of adventures would you find boring, or un-fun ( "Grog goes shopping!(tm)" ).
Player Boundaries & How to Handle Them: What topics/themes/events are you uncomfortable with? Never want to see in the game? ( graphic violence, adult content, pro and anti religious themes, etc. ). It's your responsibility to bring issues to the DM; it's the DM and the groups' responsibility to be aware of them. No one's limits are "dumb" - respect theirs, they'll respect yours.
Table Game Rules ( discussion of and group consensus ): Critical hits and misses? "gritty realism" rest rules? Spell point variants? Popcorn Initiative? etc.
Table Etiquette: "Don't be a Dick", no texting/emailing/social media, no lengthy off-topics comments/discussions, devices ONLY if they are character sheets and/or source books. Step away from the table if you NEED to do something non-game-related.
Game Etiquette: Meta-gaming, Murder Hoboism, Sharing the Spotlight, etc.
Level of "Realism" discussion and group consensus: Gritty realism vs. High Fantasy
Setting Description & World Background
Character Creation: Restriction: must create a character who would a) want to go adventuring and b) would want to go adventuring in a GROUP.
Party Creation: how do you all know each other? Why are you adventuring together?
Party introduction scene & Initial "adventure hook"
That usually will take up all the time I have for session 0.
It's sets a group consensus for the table etiquette, campaign type, player and DM expectation, and sets things up to "hit the ground running" for Session 1.
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.
Hi, I'm about to start my first campaign. I have 7 players who are new to the game and have pretty short attention spans. Does anyone have any tips on how to keep them ingaged especially in combat.
Mhmm. First of all, they are new players. Tell them that this is a communal game. It envolves time and trust. Therefore as a DM who puts a lot of work into the game and creating the bases for it, they could turn of their phones will you play. And if they are on their phone in battle and you say: "Alright, Nezzi. It's you." And they don't react, move on to the next one in the initiative. Or when someone is on their phone will others are looting or before a battle, maybe something bad happens to them. "You steady yourself, raise your shield and draw your wands and swords. But you notice, Lethal is not there anymore". And now they have to figure out where the player is. And the player doesn't know either. And if they ask, you could tell them that if you were paying attention they would've noticed what happened. Maybe a little harsh but I've dealt with it a bit too much so my methods are a little crude at times.
But. I would recommend talking with them first. If you play for say, 8 hours. Have breaks here and there. If you play for 3 hours, tell them that all you require of their time is those 3 hours. And maybe give them 10 minutes before the game to chat, while you set up. So they can catch up, have fun, show each other memes and what not. Update their facebooks and when you then start the dramatic music and say, "Alright. I would like everyone to roll initiative". Then it announces the game is on and then it's phones away. Matt Colvile has a line before the game: "When last we left our heros", that is a good indicator that now the game has begun and now they are not, James, Larry, Bob, Jess. Now they are: Nezzi: The tiefling warlock of Jaxlianzal, The Corruptor And: Lathal, the undead high elf who seeks revenge on her slave masters. etc.
(If your players are a little younger you can have a box, where you put phones in. And if someone keeps it they are poisoned or cannot be affected by healing magic, etc.) Hope this helps!
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Hi, I'm about to start my first campaign. I have 7 players who are new to the game and have pretty short attention spans. Does anyone have any tips on how to keep them ingaged especially in combat.
Here is a set of great ideas and brilliant advice on how to run flowing and engaging combat, wrapped in an annoying and infuriating writing style, peppered with profanity.
Nothing comes for free :)
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.
Tip #1: narrate more than just
"I attack it!"
"OK, roll your attack."
"18!"
"Ok, you hit it. Roll damage."
"11!"
"Ok, next player, what do you do?"
Get some exciting visual descriptions in there. Narrate it the way Michael Bay would direct it. :)
Thank you!! That was really helpful (:
Address your players by their character names, it'll help them RP more and feel like the world is more real.
Describe what the players are doing if they don't. "I want to stab him in the face" from the player turns into "You stab at the creature with your rapier and watch as a deep wound opens up from the strike" from you when you resolve the dice rolls.
Pick a player to answer "which way do you go" or "what do you do next", and change it every time. Eventually someone will take on the "leadership" role, but that doesn't mean you stop asking each player.
Make sure each character has a spot to shine. In a combat heavy game, the RPers will not have much to do, in a Social intrigue/mystery game the combat oriented will be bored to tears. You'll have to put a little of everything from RP to Combat into your games so each player will have something to do. It may not all be in one session, but as long as you sprinkle it in, they'll appreciate it.
Speak up for the quiet ones! There's almost always a church mouse in a group of that size, the one who feels like their voice is never heard, or that they don't have anything to input. Speak up for them, ask them directly what their thoughts and actions are, enable them to speak up and be heard.
In combat, call out the next person in the initiative, even if there are 3 monsters before them, it'll help speed up combat. Give players about 15 seconds to describe what they're doing, if they are stumped, come back to them at the end of the initiative. If they're really bad and not paying attention, skip their turn. After a few missed opportunities they'll start to pay attention much more. Combat is supposed to be hectic and fast paced, make it that way.
And most of all, just have fun yourself. If you're stressed it'll show in the game, the players will pick up on it, and it will make the game awkward. Relax, have fun, laugh at mistakes, poke fun at each other, and just play.
Thanks for the advice. My players are completely new to the game. So I don't know if they're more rpers or combat oriented.
DMThac0 has great advice. I second all of it.
The only thing I would recommend, and can't recommend enough, is to have something like a session zero. I don't know if you were planning on having one already, but I think it's an invaluable part of the process and will help things start off and carry on smoothly.
I was thinking about doing that. Do you have any tips on what to put in a session 0?
I split my session zero into 4 sections, basically. These are just points that I went over in mine. Feel free to take and leave what you want, as every table is different.
1st was table etiquette.
Be nice. Don't tell people how to play their character (but be willing and open to help and suggestions as appropriate). Don't hog all the time or speak over others - share the spotlight. Snacks/drinks. Be on time (showing respect for everyone at the table). Communicate - make an atmosphere where people feel able to speak up about what they like or don't like, or what makes them uncomfortable, etc.
Then I brought up expectations.
What do you want to get out of playing - why are you here? How much RP are you comfortable doing/want to do? Do you want very descriptive traveling? How much combat do you want? How hard do you want combat to be? How do we feel about character death?
Then I went on to mechanics.
All published 5e material is fair game? Natural 1's and 20's only "crit" on to-hit rolls? Or do we want crits to do something for skill checks and saving throws as well? More description, or more effort in RP will lower DCs? Understand that even if you get a 30 on a skill check, you can still fail. ex. not being killed and just imprisoned instead. Flanking is allowed? Potions take an action or bonus action to use? Encumbrance? Gritty realism??? Feats allowed? Multi-classing allowed? Gods are as involved as you want them to be for your character. If you are playing a magic user, please know your spells. I can help, but I am not interested in playing your character for you.
Finally I talked about the Campaign.
Given everything that you talked about, you can start formulating how to generate the story of the campaign. Tell them what they can expect - will it be largely sandbox and literally anything can happen? You can become mercenaries, pirates, kings/queens, farmers, etc. If you had something specific in mind, tell them "this campaign will feature X heavily". "X" can be a certain creature type (fiend, dragon, undead, etc.), a certain style of play (roleplay and intrigue heavy, or murder hobos, or heavy explorations, etc.), or even a restriction on race and/or class. will this be high magic or sword and sorcery? Medieval or modern/futuristic? Or something else?
Akacen is 100% correct about a session zero! They list some great things to talk about and questions to ask your players to get them more invested and involved in the game. Asking what they want out of the game in all the ways they listed will help you create a game they'll be engaged in.
I also suggest having some safety tools in place. Safety tools are a way for players and DMs to communicate and check-in before, during, and after a game in order to make sure everyone is having fun and no one is uncomfy with things happening at the table. It can be really simple to have a moment and talk about things people do not want in their D&D game for any reason, and a way for players in game to express if they are uncomfortable personally with a situation.
Find me on Twitter: @OboeLauren
I also heartily endorse the idea of a session zero.
Things I try to cover in Session 0:
That usually will take up all the time I have for session 0.
It's sets a group consensus for the table etiquette, campaign type, player and DM expectation, and sets things up to "hit the ground running" for Session 1.
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.
Mhmm. First of all, they are new players. Tell them that this is a communal game. It envolves time and trust. Therefore as a DM who puts a lot of work into the game and creating the bases for it, they could turn of their phones will you play. And if they are on their phone in battle and you say: "Alright, Nezzi. It's you." And they don't react, move on to the next one in the initiative. Or when someone is on their phone will others are looting or before a battle, maybe something bad happens to them. "You steady yourself, raise your shield and draw your wands and swords. But you notice, Lethal is not there anymore". And now they have to figure out where the player is. And the player doesn't know either. And if they ask, you could tell them that if you were paying attention they would've noticed what happened. Maybe a little harsh but I've dealt with it a bit too much so my methods are a little crude at times.
But. I would recommend talking with them first. If you play for say, 8 hours. Have breaks here and there. If you play for 3 hours, tell them that all you require of their time is those 3 hours.
And maybe give them 10 minutes before the game to chat, while you set up. So they can catch up, have fun, show each other memes and what not. Update their facebooks and when you then start the dramatic music and say, "Alright. I would like everyone to roll initiative". Then it announces the game is on and then it's phones away. Matt Colvile has a line before the game: "When last we left our heros", that is a good indicator that now the game has begun and now they are not, James, Larry, Bob, Jess. Now they are:
Nezzi: The tiefling warlock of Jaxlianzal, The Corruptor
And: Lathal, the undead high elf who seeks revenge on her slave masters.
etc.
(If your players are a little younger you can have a box, where you put phones in. And if someone keeps it they are poisoned or cannot be affected by healing magic, etc.)
Hope this helps!