Hello everyone! I am in the midst of running a campaign with two players, both of whom are new to D&D (and I am new to DMing). We're about ten sessions in now, maybe four months. They are very intense about taking notes, basically writing down everything I say - not just information they learn, such as the name of a suspicious character, but the entire conversation they had to get there. Who took which shifts at night, all conversations between characters, descriptions of buildings - everything. This essentially becomes a journal-like document for their characters.
While I appreciate their dedication, I've noticed they aren't coming up with much in the game - they're much more reactionary rather than driving their own story. And I think that the note-taking might be part of it? I may be wrong, but when I'm describing something and ask what they want to do, and they tell me to hold on for a second while they finish writing it down, I feel like there is less time/focus being directed on ideas. But at the same time, I don't know how to tell them to... stop taking so many notes? I mean, that just sounds incredibly rude to me, and I don't want to stop them from what they're comfortable with, either. Should I be telling myself to shove off and let them take as many notes as they wish? Or should I be trying to get them to slow down with the notes? If so, how? Any advice is much appreciated. Thanks!
That note-taking and the lack of much innovation and RP sounds like your players are really afraid of doing 'the wrong thing.' As they get more comfortable and familiar with the game, they are likely to become less obsessive with their note-taking.
Maybe be certain to put them in some situations where there are lots of possibilities and no wrong or obvious answers, and reward them for creative experimenting, so that they stop being afraid of missing a tiny insignificant detail. At the same time, make sure not to fuel their habit by refusing to consider their unexpected actions, or having 'gotcha' situations where the players get in trouble for trying something reasonable that you didn't expect, or because they failed to notice a small detail of the description.
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Edeleth Treesong (Aldalire) WoodElf Druid lvl 8 Talaveroth Sub 2 Last Tree StandingTabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1 Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
I agree with Astalda above, this is mostly rephrasing similar ideas in my own thought process.
I would want to understand two things:
1. Why are the players exhibiting this behavior?
2. What are the consequences of their behavior, good and bad?
Start with #1. When do they consult the notes they've taken? Is it at the start of a session? Maybe they're afraid of forgetting things/not used to being 'in character' or not having an 'in-game journal.' What happens if they ask you as a DM about a detail they didn't write down, do you force them to make Int checks that are hard for their characters? Is this a mystery game, and they have reason to think details may be key to solving things? Is the game very dangerous/deadly and they feel like every choice might lead to disaster? Do they consult the notes as 'gotchas' if you ever make any mistake (speaks to trust issues)?
Another thing to consider with people new to RPGs is that they aren't used to the freedom. Even in video games, your choices are ultimately constrained by the systems in place, there's no live reaction. The freedom can be paralyzing, especially coupled with fear of loss. That could explain the passive/reactive behavior you've described. In that case, you could consider either lightening the mood and making failure less painful, or use NPCs to help cut the pains. If the two characters are low Int and you force Int checks to remember details, give them a smart-but-socially-inept non-combatant who can recall details for them. Alternately, use NPCs to explain clear paths/choices instead of leaving things as 'what do you do?' If a patron/employer/friend/quest-giver gives them 2-3 (not too many!) options, it may help them overcome the fear.
Now, #2: What is the downside of the behavior? What does it do? I have a player who takes very good notes, and it makes for a great pre-session 'Previously, on [Campaign name]...' flashback. Taking notes rarely holds up activity, and it allows me to plant clues and details very deep - especially since he takes the notes digitally, so he can search on names/keywords to find details from real life years ago. His character happens to be a sharp character with a great memory for details, so it fits with his character as well.
What you've described is them asking you to slow down so they can catalog details, and them not coming up with ideas of their own. The first might be great, might be in fact a compliment showing their interest in the game world. The second is behavior they haven't learned yet, if they're new players. That means you need to guide them. One great way is to incentivize them. Use inspiration or bonus XP or whatever floats their boat to encourage the creativity and pro-activity you want to see.
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Hello everyone! I am in the midst of running a campaign with two players, both of whom are new to D&D (and I am new to DMing). We're about ten sessions in now, maybe four months. They are very intense about taking notes, basically writing down everything I say - not just information they learn, such as the name of a suspicious character, but the entire conversation they had to get there. Who took which shifts at night, all conversations between characters, descriptions of buildings - everything. This essentially becomes a journal-like document for their characters.
While I appreciate their dedication, I've noticed they aren't coming up with much in the game - they're much more reactionary rather than driving their own story. And I think that the note-taking might be part of it? I may be wrong, but when I'm describing something and ask what they want to do, and they tell me to hold on for a second while they finish writing it down, I feel like there is less time/focus being directed on ideas. But at the same time, I don't know how to tell them to... stop taking so many notes? I mean, that just sounds incredibly rude to me, and I don't want to stop them from what they're comfortable with, either. Should I be telling myself to shove off and let them take as many notes as they wish? Or should I be trying to get them to slow down with the notes? If so, how? Any advice is much appreciated. Thanks!
That note-taking and the lack of much innovation and RP sounds like your players are really afraid of doing 'the wrong thing.' As they get more comfortable and familiar with the game, they are likely to become less obsessive with their note-taking.
Maybe be certain to put them in some situations where there are lots of possibilities and no wrong or obvious answers, and reward them for creative experimenting, so that they stop being afraid of missing a tiny insignificant detail. At the same time, make sure not to fuel their habit by refusing to consider their unexpected actions, or having 'gotcha' situations where the players get in trouble for trying something reasonable that you didn't expect, or because they failed to notice a small detail of the description.
Edeleth Treesong (Aldalire) Wood Elf Druid lvl 8 Talaveroth Sub 2
Last Tree Standing Tabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1
Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive
Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth
Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
I agree with Astalda above, this is mostly rephrasing similar ideas in my own thought process.
I would want to understand two things:
1. Why are the players exhibiting this behavior?
2. What are the consequences of their behavior, good and bad?
Start with #1. When do they consult the notes they've taken? Is it at the start of a session? Maybe they're afraid of forgetting things/not used to being 'in character' or not having an 'in-game journal.' What happens if they ask you as a DM about a detail they didn't write down, do you force them to make Int checks that are hard for their characters? Is this a mystery game, and they have reason to think details may be key to solving things? Is the game very dangerous/deadly and they feel like every choice might lead to disaster? Do they consult the notes as 'gotchas' if you ever make any mistake (speaks to trust issues)?
Another thing to consider with people new to RPGs is that they aren't used to the freedom. Even in video games, your choices are ultimately constrained by the systems in place, there's no live reaction. The freedom can be paralyzing, especially coupled with fear of loss. That could explain the passive/reactive behavior you've described. In that case, you could consider either lightening the mood and making failure less painful, or use NPCs to help cut the pains. If the two characters are low Int and you force Int checks to remember details, give them a smart-but-socially-inept non-combatant who can recall details for them. Alternately, use NPCs to explain clear paths/choices instead of leaving things as 'what do you do?' If a patron/employer/friend/quest-giver gives them 2-3 (not too many!) options, it may help them overcome the fear.
Now, #2: What is the downside of the behavior? What does it do? I have a player who takes very good notes, and it makes for a great pre-session 'Previously, on [Campaign name]...' flashback. Taking notes rarely holds up activity, and it allows me to plant clues and details very deep - especially since he takes the notes digitally, so he can search on names/keywords to find details from real life years ago. His character happens to be a sharp character with a great memory for details, so it fits with his character as well.
What you've described is them asking you to slow down so they can catalog details, and them not coming up with ideas of their own. The first might be great, might be in fact a compliment showing their interest in the game world. The second is behavior they haven't learned yet, if they're new players. That means you need to guide them. One great way is to incentivize them. Use inspiration or bonus XP or whatever floats their boat to encourage the creativity and pro-activity you want to see.