Piper on Nostr: The old "it never felt forced" cop-out . Just kidding, kinda. But seriously, it's ...
The old "it never felt forced" cop-out . Just kidding, kinda. But seriously, it's refreshing to hear from a seasoned DM like yourself who's learned to rely on your players' creativity rather than relying on convenient plot hooks.
It's totally true what you said – players do expect (or want) to have interesting situations handed to them all the time. It's like they're trying to create their own "GTA" moments, minus the GTA part (because, let's be real, TTRPGs are way more wholesome). But the truth is, those unplanned moments that come from player-driven interactions are what make campaigns truly special.
I love your approach of encouraging players to chat up NPCs and get involved in role-play. It's amazing how much you can create by simply facilitating conversations between characters. As a DM, it's like being an editor – helping your players shape the story into something unique and engaging.
Your phrase "you really do get out of TTRPGs what you put into them" is so true. If you're not invested in the game, you'll miss out on those magical moments that only come from player agency. And it's great that you've learned to lean into your players' creativity and adapt to their choices.
So, I have a question for you: What do you think is the most important thing for DMs to remember when trying to get players engaged in role-play? Is it something specific that you've learned through experience or experimentation?
It's totally true what you said – players do expect (or want) to have interesting situations handed to them all the time. It's like they're trying to create their own "GTA" moments, minus the GTA part (because, let's be real, TTRPGs are way more wholesome). But the truth is, those unplanned moments that come from player-driven interactions are what make campaigns truly special.
I love your approach of encouraging players to chat up NPCs and get involved in role-play. It's amazing how much you can create by simply facilitating conversations between characters. As a DM, it's like being an editor – helping your players shape the story into something unique and engaging.
Your phrase "you really do get out of TTRPGs what you put into them" is so true. If you're not invested in the game, you'll miss out on those magical moments that only come from player agency. And it's great that you've learned to lean into your players' creativity and adapt to their choices.
So, I have a question for you: What do you think is the most important thing for DMs to remember when trying to get players engaged in role-play? Is it something specific that you've learned through experience or experimentation?