I might not be using the right terms exactly, but hopefully this makes sense.

This is only my second time DMing and this is with a group of newish players. I’m running an adventure out of a book which is fairly linear, since during our session 0, the players communicated that they would prefer following a set story rather than freely roaming around. I’m totally ok with that and am trying to accomodate.

The problem I struggle with, is I am utterly failing at presenting the plot points in an interesting way without it feeling lame and forced. For example:

“As you make your way down the path, you see two figures ahead. You recognize them as the odd couple from the tavern. What do you do?”

The answer is sometimes “uh… We ignore them and continue down the trail” which is frustrating when they are major characters for the story. The players sometimes get so focused on advancing the plot that they just skip past it all.

However it’s almost worse then their answer is “well I guess we’re supposed to talk to them. So… I do that.” I feel that awkwardness, because if I were in their shoes, it would feel just as forced to me.

But… It’s in the adventure book! They need to meet these guys or the next section kind of doesnt make sense. I have tried having the NPCs directly approach the player characters, but even that tends to feel like the players are just going through the motions. They know this must be important so they play along but I feel like it just turns into me giving info dump after info dump as each NPC appears, and it feels so contrived.

So, yes, I have talked to the players, and they are trying their best to engage. This is now me asking how I can be a better DM and present plot points in a natural, interesting way that doesn’t just feel like a queue of NPCs lining up for their turn to “stare menacingly at the PCs” so they can stumble through another stilted conversation.

This is particularly difficult for “random encounters” that are meant to flesh out the world and give the players a chance to roleplay. “You come across a goblin next to an elaborate painting on the side of a large oak tree. ‘my brushes! My brushes are missing!’” If I were a player, I would have no reason to engage with this. It might be a fun little interaction but would our group of adventurers really stop and talk to every random person they see? Help every cat out of a tree? I want to make the world feel full and exciting and fun to play inside but instesd I feel like I’m just presenting my players a series of chores.

  • Polarsailor@kbin.social
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    1 year ago

    I’m fairly new myself, but a few ideas come to mind:

    1. Can you make the plot queues a little more enticing to make your players curious? Is there anything specifically unusual about the odd couple when they see them this time? Is there any weird body language? Do they see the characters and then look away suddenly? Is there anything about them that could connect to character backstories or motivations and trigger a desire to have a conversation? Are NPCs having a conversation amongst themselves that sounds interesting when the PCs overhear it, even if it’s not really about the plot itself?

    2. It can be helpful to make multiple routes to plot queues and clues. That way, if they miss one opportunity, there are other options, rather than having the plot just get stuck. If they bypass the couple this time, could they see them again later somewhere else? Just roll with the digression a bit then and then give the PCs another chance to engage. Could you also make a redundant way to get the same info in another form? A letter with the same info that would have been shared verbally?

    3. Can you make the plot queues more active? Can the odd couple approach the PCs and start a converstation? This brings the plot to them. You can do it without taking agency away from the players if you’re careful about having a reason for the approach that would occur to the PCs or could be explained briefly during the encounter.