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submitted 11 months ago* (last edited 11 months ago) by calculuschild@lemm.ee to c/dm_academy@lemmy.world

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.

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[-] blipcast@lemmy.world 3 points 11 months ago* (last edited 11 months ago)

Wow, yeah it sounds like your group has very different expectations from the ones I've played with, which is fine, but it feels really foreign to me. Clearly your players are comfortable with walking past obvious hooks, so maybe the story needs to come to them. In your examples, maybe the odd couple approaches the party and asks them a question first, or the goblin offers to paint a portrait of the party if they help find the missing paintbrushes.

Also, remember that you know your players better than the adventure author. If some vital information gets skipped, you now know that you need to twist the next encounter to somehow include it, or invent a new encounter. Prewritten adventures are there to make your life as a DM easier, not harder. If part of it isn't working for you, you can drop it and your players will be none the wiser. Focus on what you find fun about DMing and let the adventure fill in the bits you don't like. If the whole thing really doesn't work without these strict events happening in a certain order, the adventure might just be... not good. In which case, you really aren't losing much by rewriting it to your liking.

this post was submitted on 13 Dec 2023
19 points (100.0% liked)

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