Skip to main content

Don't Be Shy: DMing 2.0


We’ve all seen that player.  The one who never interacts with the group, and only really exists to jam their “slash” button during combat. 

No one wants their players to be this way, and these players aren’t having much fun, either.  The only real issue is shyness, or unsureness of what they’re “supposed” to do.  This, of course, can be remedied, and that’s today’s topic.

Ask the Player Directly

One of the best ways to get players to interact is simply to ask them to do so.  This is very simple, and equally effective.  Essentially, when players are doing something, such as talking to an NPC, and one player isn’t saying anything, simply say something like “Jeff, do you have anything to say?”  They may say no, and if they do, just say “Okay” and move on.

Reward Roleplay

In psychology, this is known as Positive Reinforcement.  In short, when you reward good actions, people tend to repeat those actions.  In RPGs, you can do this in a variety of ways to promote Role-Playing.  When I run a D&D campaign with shy players, I give them +1 to hit if they narrate the attack.  This breaks combat from the ‘slash’ button, and it encourages players to think creatively.

Out of combat, you need to be more subtle.  For exploration, a good way of rewarding players is by making things happen when they try creative actions, even if you hadn’t planned on it.  For example, when a player slices open a cushion, let them find a pouch of gold hidden there.

Social encounters are the most tricky.  Because there really aren’t that many rewards that you get from talking, you can’t really reward players for how they talk.  What you can do is encourage them to talk to as many people as possible by having each side character give valuable tidbits about monsters, local sites, folklore, etc.  For example, the grizzled old man next to them at the bar mentions that the gems inside a Slaadi’s head grant it’s holder control over them.

Give the Player Something to Say

This may be something you already do, but if not, it’s something you should start doing whether or not you have a shy player.  Always, always, always tie the character’s backstory to the game.  Before the game, read everything related to the character’s past if they’ve written it, and help them make something if they haven’t.  Then make sure that you include the character into your story in a significant way.  Don’t just visit the farm of their aunt;  Make the character’s past matter to the group’s present.

A Body in Motion

Once players get in the habit of role-playing, they’ll do it on their own.  That means that you won’t have to do all this stuff forever.  Of course, some players take a harder kick than others to get started.  If the above doesn’t work, you may need to give the them an AP course.

My favorite way to train a player to RP is to play a solo game with them.  In a solo game, players have no choice but to make choices, and there’s no one else to ‘horn in’ on.  A fascinating fact about humans is that they act differently in groups of different sizes.  When you’re alone, you do things that you would never do in public, and when you’re talking to just one friend instead of four or more, you act more freely.

Done & Done!

That’s about all I have to say for now.  So what do you guys think?  How do you get your players out of their shells?  As a player, did you have to overcome this yourself?  As always, I love to hear anything you have to say, so please comment, and, of course, keep on geekin' on!

Comments

Popular posts from this blog

Free Art Assets for Tabletop Games

I know as well as most of you what a pain it can be to get decent art on a tiny budget. In fact, for me at least, finding art is one of the biggest hurtles between a good design and a finished game.  It's expensive, it can be hard to find, and it's stressful.  And if you're like me, it's really hard to barter over the price of another creative's services;  You know they're pouring out their heart and soul for your game, and that's priceless.  But at the same time, most of us game designers don't have deep pockets, and anywhere we can save a few dollars gets us that much closer to actually getting your dream out there. Because of this struggle, I've compiled a list of some of my favorite resources for getting %100 free art, no strings attached.  Of course, it won't be tailored to your game, and you probably will need to commission some of your own stuff before all is said and done, but it can get you pretty far with your game, and might save y...

Which Finger? - Weekend Meme

Project Heracles - Design Journal, Day Four

Day Four(11/25/19) After a full, but sadly gameless, weekend, I finally got some playtesting done today, as well as a rough draft for the graphic design of my cards.   Not too bad, but I wish I could have done more. The playtesting mostly just verified that the system was solid enough, though I did end up doing a bit of power-tweaking to make things more even.   I’m considering taking out the more mundane abilities of Marksman, Brawler, and Multi-Tasker, as they don’t add much flavor, and they are impossible to reflect on the standees.   A possible replacement for Marksman(+3 Ranged Skill) would be X-Ray Vision(+1 Ranged Skill, Ignore line of sight).   Other than that, the only new content I’ve added is a new power, Flameskin(Ranged attack, and when you’re attacked in Melee, deal damage). As for the graphic design, I’ve got a pretty decent draft for my cards done: As you can see, it’s very rough at the moment, but I think it gives a pretty ...