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.

  • @[email protected]
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    fedilink
    211 months ago

    Why not come up with a reason why the important NPC strikes up a conversation with the party rather than expecting them to strike up a conversation with the NPC?

    • @[email protected]OP
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      fedilink
      211 months ago

      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.

      • @[email protected]
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        fedilink
        211 months ago

        It shouldn’t have to feel contrived. Especially once the party have a few quests under their belt. Someone comes up to them in a bar and is like “hey, aren’t you those guys who did X? I was wondering if you were able to help me with a thing”

        Also, pre-adventure info-dumping shouldn’t ever be strictly necessary. The way that sort of thing should happen is for the players to try to do a thing, realize they need some new information and then go look for it. Players don’t like being lectured at, they like feeling like they discovered some information after it became important for them.