From a DM...

Post/Author/DateTimePost
#1

brainstem

Feb 07, 2009 15:30:45
Players are a much better place to go for this question, I figure, so here goes!

So I plan some encounters that, in my mind, are totally awesome, but, upon execution, everything falls flat and the PCs simply aren't getting into it. What are things that you all, as players, would like to see more of from a DM?
#2

bob_loblaw

Feb 07, 2009 15:32:29
This is a perfect way to phrase the question to your players. What I want is certainly not what they want.
#3

brainstem

Feb 07, 2009 15:35:05
Well, whenever I ask them, they always give me "oh, I don't know..."

They're (almost) all brand new to D&D, so I'm trying to feel around with different things to see what grabs them. Right now, they liked a mini dungeon crawl that I made, but I'm having a hard time recreating the magic (it's only been three sessions so far, which could very well be part of it).
#4

daemyn

Feb 07, 2009 15:40:17
That is where I would look at their backgrounds and focus on a storyline that involves that aspect. Encounters can be planned out but not to a "T." Players are always finding new ways to change encounters or act differently each time.

Otherwise.. Random encounters and random creatures until PC decide a course of action.

I would like to see a DM actually allow players to play uncoventional and not get mad about it.
#5

1red13

Feb 07, 2009 18:21:22
Ask them if they have any criticism of your dming style. Id there too much role play, too little, too little treasure, are the encounters too tough, too easy and so on. Sometimes a dm has to be persistent. People sometimes don't want to rock the boat or be negative afraid their criticism might be too offensive.
#6

Alter_Boy

Feb 07, 2009 19:00:29
Give them choices, and let the plot follow their choices.

Have a cloisters of monks devoted to the Deity of Magic hire the PCs to deliver a locked adamantine chest to The Keepers of the Astral Gate, located twenty miles past the decadent city of Succubusburg. Plan some encounters at each junction (the cloister, the road to the city, in the city, at the Astral Gate) and see where they want to investigate further.

If they talk to the monks about martial arts, they want more Wuxia.
If they ask about the religious significance of the chest, they want more Religious Crusading.
If they consult the monks on their magical traditions, they're into sorcery and magical development of items and creatures.
If they take their sweet time to get to their destination, they're vagabonds and like the outdoors.
If they try and sell the chest, they want some chances to be rogues.
If they spend a few days in the city, they want more urban encounters.
If they rush to the Astral Gate and want a peek through the gate, they want planar adventures.
If they try and open the chest to discover the insides, they're curious monkeys and will follow your breadcrumbs.

If they say "Okay. We deliver it. Now what?", pick up your books and run.
#7

Simonides

Feb 07, 2009 23:37:22
Okay... the big thing here is that your players are basically new to D&D. So, you can ask them what they want or use tricks to get them to show you, but in the end, that's probably not going to yield much information. They just don't know what they want yet.

Instead, your feeling around approach is probably the best bet, provided you watch them closely for signs that they are engaged and make note of it. Try to include a lot of different aspects of play into each game and see what parts people like.

Suppose, for instance, that you have a scene in which the party has to parley with an ogre and you notice one of the players being more attentive and participating more than the others. Make note of that. After the game session, say something like "You really seemed to get into the ogre negotiation, huh?" and leave it open ended. He'll probably feed you more information.

It is also extremely important to remember (and many DMs forget this) that the players draw their energy, engagement, and excitement from the DM. The more excited and energetic you are, the more the players will be drawn in. During combats, I like to stand up, for instance and lean forward over the map. I use sweeping hand gestures and raise my voice a bit.

When someone hits with an attack, you can describe it if you are good at that sort of thing on the fly. If not, just clench your fist and say something like "Nice shot! The orc is really feeling it now."

During slower scenes, like social challenges, I lower my voice a bit and sit forward in my chair. I also talk with my hands a lot. The lower voice forces people to lean in and that, psychologically, makes them feel more engaged.

Once you start using your own body language and energy level to influence the game, you will also become more aware of other people's. When they lean forward, speak up, gesture, or lower their voice; you'll recognize that as engagement.

The most important thing is just to take your time, pay attention to them, and just keep trying different things. Just make sure you are having a good time and make sure you show it. If you aren't showing full interest in your game, no one else will.
#8

etarnon

Feb 08, 2009 1:31:27
I'm wondering what the specific encounters were, where you thought it would be cool and where it went flat, and what they said about it.