We have a D&D group, a few first timer, but one in particular is really just not breaking out of his shell in the Roleplaying aspect of the game.
As best as I could describe, he's playing it as a MMORPG. Will do quest, respond a bit, but the aspect of creative solutions, or acting out is character just isn't happening, even if the spotlight is on him. (He's a druid, and after weeks stuck underground, the group now enters a forest. No reactions. A player asks him, in character "how it feels to be out in the open now that we've left the caves?" His reply? "It's great.")
So I know he's a first time player so it's something to get used to, but, any tips if some of you have had more experience with new players?
Rollback Post to RevisionRollBack
"I have the heart of an innocent little girl...in a jar...on my desk..."
Tip #1: keep in mind that not every player wants the same things from the game play experience, and it could be completely fine for a player to not want to be outside of what you perceive as their shell. Check with the player that they are experiencing a problem before you go trying to fix it for them.
Tip #2: don't put the spotlight directly on a shy player and expect them to respond like an un-shy player. Put them more spotlight adjacent by having NPCs and other players be in the spotlight but needing help/input/support from the shy player's character. Eventually, a shy player that wants to be less shy will get into the swing of things (though a shy player that is happy being shy won't, and shouldn't be forced to).
The above is great advice and right in line with what I was going to suggest.
To add, keep in mind that for a lot of players, computer/online RPGs are all they'll know in the domain of this kind of game, and those train them to behave in certain ways. Part of this is optimizing their avatar and decisions, and not worrying so much about background or motivations. There's nothing "wrong" with that, but if you want to gently lead them away from that, give them praise and other rewards when they do act in character - even in small ways.
Occasionally remind your players - as a group, not singling anyone out - to review their personality traits, ideals, bonds, and flaws, and to use those in guiding their decisions and how their character interacts with people. Again, computer RPGs tend to lean toward playing "myself as a power fantasy" rather than "someone else as a real person".
Also, don't require your players to respond in their character's voice. Some people love acting, but others loathe the idea of speaking as though they were their character. Allowing your players to describe narratively what the character does or how they handle the conversation lets less-outgoing folks get a handle on roleplaying by focusing more on how their character would behave and less on exactly what they'd say. They'll probably move to speaking more in-character as they get comfortable.
Yeah you pretty much nailed it with seeing himself as a powerful being and not playing a role. I don't require voice acting, as I myself am physically mute anyhow.
If he really ends up not liking to RP, it's fine with me. But he says he likes it or would like more, but doesn't step up when he could, so it's where i'm not sure how to give good opportunities to help with that.
As I mentionned, he's a druid and the current arc of our campaign happens in a heavily forested areas and he's the only character with decent nature/survival.
So it's mostly suggestions if something like that happenned to others and ideas to slowly integrate, rather than throw the spotlight on him a lot, but also trying to not have a talk with him (without ideas) to not have him feel like he's playing wrong, when it's me that is not used to players not into the Roleplaying aspect.
I will keep your suggestions in mind! Thanks !
Rollback Post to RevisionRollBack
"I have the heart of an innocent little girl...in a jar...on my desk..."
I have seen quite a few shy players find their stride and really make the RP leap.
Another suggestion....different campaigns. Often the player shoe horns themselves into a character they can not relate to. Getting them into a new setting with a new character they made can make a difference. When they find the one they like...they shine.
New players sometimes need more structure and less open ended questions. Presenting them with an infinite number of choices can be intimidating. Also, if they are treating it like a MMORPG, reward excellent storytelling with automatic success, and hand out advantage like candy for any attempt at roleplay.
Try guiding them by setting a general scene and ask each player to add an element. Instead of asking him how he feels, ask him to describe what his character does upon being reunited with the nature he loves. Get a star roleplayer to go first, or describe an npc. Example below.
The druid steps out of the dark caves and into the verdant forest. Blinking, he holds up a hand to block the sunlight filtering through the canopy. Striding forward, the Druid lets his hand absently drift through the ferns. The Druid smiles slightly and his shoulders relax as he reaches a magnificent oak. Placing a hand on the bark, he closes his eyes and communes with the forest. Centered once more, the Druid recovers from his trance and rejoins the party.
Set up a situation where you roll checks for the players, his character is the only one who "succeeds" on the check and pass him an index card with the information written on it. This has two outcomes: a. they now have their power trip satisfied (they are the only person in the group that has that knowledge) and b. if the knowledge is dire enough they then have to relate that to the group. I'd write on the card, "Do not show to other players hand back to me when you are finished reading". Initially this just makes it seem that the information is secretive, but in actuality you are preventing them from simply handing the card over to the other players and allowing them to read it for themselves instead of having the information be relayed to them through them.
... Also, if they are treating it like a MMORPG, reward excellent storytelling with automatic success, and hand out advantage like candy for any attempt at roleplay. ...
While training my dog this morning, I realized that I train new players to my group in the same way. Just give Advantage instead of treats when they do what you want to create a positive feedback loop.
... Also, if they are treating it like a MMORPG, reward excellent storytelling with automatic success, and hand out advantage like candy for any attempt at roleplay. ...
While training my dog this morning, I realized that I train new players to my group in the same way. Just give Advantage instead of treats when they do what you want to create a positive feedback loop.
Treats also work well, though generally not the same treats
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
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Any of you have any experience, or tips on this?
We have a D&D group, a few first timer, but one in particular is really just not breaking out of his shell in the Roleplaying aspect of the game.
As best as I could describe, he's playing it as a MMORPG. Will do quest, respond a bit, but the aspect of creative solutions, or acting out is character just isn't happening, even if the spotlight is on him. (He's a druid, and after weeks stuck underground, the group now enters a forest. No reactions. A player asks him, in character "how it feels to be out in the open now that we've left the caves?" His reply? "It's great.")
So I know he's a first time player so it's something to get used to, but, any tips if some of you have had more experience with new players?
"I have the heart of an innocent little girl...in a jar...on my desk..."
Tip #1: keep in mind that not every player wants the same things from the game play experience, and it could be completely fine for a player to not want to be outside of what you perceive as their shell. Check with the player that they are experiencing a problem before you go trying to fix it for them.
Tip #2: don't put the spotlight directly on a shy player and expect them to respond like an un-shy player. Put them more spotlight adjacent by having NPCs and other players be in the spotlight but needing help/input/support from the shy player's character. Eventually, a shy player that wants to be less shy will get into the swing of things (though a shy player that is happy being shy won't, and shouldn't be forced to).
The above is great advice and right in line with what I was going to suggest.
To add, keep in mind that for a lot of players, computer/online RPGs are all they'll know in the domain of this kind of game, and those train them to behave in certain ways. Part of this is optimizing their avatar and decisions, and not worrying so much about background or motivations. There's nothing "wrong" with that, but if you want to gently lead them away from that, give them praise and other rewards when they do act in character - even in small ways.
Occasionally remind your players - as a group, not singling anyone out - to review their personality traits, ideals, bonds, and flaws, and to use those in guiding their decisions and how their character interacts with people. Again, computer RPGs tend to lean toward playing "myself as a power fantasy" rather than "someone else as a real person".
Also, don't require your players to respond in their character's voice. Some people love acting, but others loathe the idea of speaking as though they were their character. Allowing your players to describe narratively what the character does or how they handle the conversation lets less-outgoing folks get a handle on roleplaying by focusing more on how their character would behave and less on exactly what they'd say. They'll probably move to speaking more in-character as they get comfortable.
Even a blind squirrel finds a nut once in awhile.
Yeah you pretty much nailed it with seeing himself as a powerful being and not playing a role. I don't require voice acting, as I myself am physically mute anyhow.
If he really ends up not liking to RP, it's fine with me. But he says he likes it or would like more, but doesn't step up when he could, so it's where i'm not sure how to give good opportunities to help with that.
As I mentionned, he's a druid and the current arc of our campaign happens in a heavily forested areas and he's the only character with decent nature/survival.
So it's mostly suggestions if something like that happenned to others and ideas to slowly integrate, rather than throw the spotlight on him a lot, but also trying to not have a talk with him (without ideas) to not have him feel like he's playing wrong, when it's me that is not used to players not into the Roleplaying aspect.
I will keep your suggestions in mind! Thanks !
"I have the heart of an innocent little girl...in a jar...on my desk..."
Time.
I have seen quite a few shy players find their stride and really make the RP leap.
Another suggestion....different campaigns. Often the player shoe horns themselves into a character they can not relate to. Getting them into a new setting with a new character they made can make a difference. When they find the one they like...they shine.
Pain Heals, Chicks Dig Scars, Glory Lasts Forever!
New players sometimes need more structure and less open ended questions. Presenting them with an infinite number of choices can be intimidating. Also, if they are treating it like a MMORPG, reward excellent storytelling with automatic success, and hand out advantage like candy for any attempt at roleplay.
Try guiding them by setting a general scene and ask each player to add an element. Instead of asking him how he feels, ask him to describe what his character does upon being reunited with the nature he loves. Get a star roleplayer to go first, or describe an npc. Example below.
The druid steps out of the dark caves and into the verdant forest. Blinking, he holds up a hand to block the sunlight filtering through the canopy. Striding forward, the Druid lets his hand absently drift through the ferns. The Druid smiles slightly and his shoulders relax as he reaches a magnificent oak. Placing a hand on the bark, he closes his eyes and communes with the forest. Centered once more, the Druid recovers from his trance and rejoins the party.
Set up a situation where you roll checks for the players, his character is the only one who "succeeds" on the check and pass him an index card with the information written on it. This has two outcomes: a. they now have their power trip satisfied (they are the only person in the group that has that knowledge) and b. if the knowledge is dire enough they then have to relate that to the group. I'd write on the card, "Do not show to other players hand back to me when you are finished reading". Initially this just makes it seem that the information is secretive, but in actuality you are preventing them from simply handing the card over to the other players and allowing them to read it for themselves instead of having the information be relayed to them through them.
#2cents
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.