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How to assist other players in engaging more with the game

How do you cope with silent players?

  • I AM the silent player.

    Votes: 0 0.0%
  • I would like to engage more but don't know how.

    Votes: 0 0.0%
  • I am usually always in the center of the story. I love this part.

    Votes: 0 0.0%
  • We don't need more engagement, we play a game after all.

    Votes: 0 0.0%

  • Total voters
    7

Stephan Hornick

Community Goblin & Master of the Archive
Platinum WoA
Wizard of Story
Wizard of Combat
Borderland Explorer
Some players are extroverts. They love to stand in the limelight. They talk about their PC's background, roleplay dramatically, and really showcase their PC.

Other players have a hard time even speaking up. Some of those are ok with this. Others actually want to engage but don't see their chance.

If you have players like the latter (or any player for that matter) there are some techniques I found very helpful as a player (and even as a GM using NPCs) to make players more comfortable to contribute.

I call it the Assist Approach:

If you want to assist fellow players to engage more, ...
  • ... don't talk about your own PC's background when given the chance, ask another PC for theirs.
  • ... end your speeches or dialogues or opinions by turning to another PC and asking their opinion on the matter.
  • ... end your descriptions of actions by shifting the focus to another PC.

    Example 1: "Having slayed the orc chief with a single swing of my axe, I turn to Calcarus the Mage and grin broadly."

    Example 2: "Fending off the brutish attack by the orc, I look over to Severon the Thief to see how he is doing with the lock to their escape route."


  • ... regularly include other PCs in your descriptions (but don't overuse this; you don't want to play their PCs).

    Example 1: "Finishing my speech, I look at Calcarus and see that he is looking as if he wanted to say something."

    Example 2: "Darek the Barbarian (my PC) has a hard time finding an opening in the opponents defenses. For Severon though who is accustomed to looking for weaknesses, this seems an easy task. And he notices Darek's misery. Darek watches as Severon threateningly moves a step to my opponent's flank, just a threatening step at the right time, and my opponent's gaze shifts over. This is all the chance I needed. I attack. A feint maneuver."

    (Explanation: Here it is your action and your maneuver and the other PC is not actually moving to flank the opponent - as this would be an action by the other PC - but you use the other PC to describe your own opportunity for a maneuver, and you might even give the other player a hint on what to do, and you portray the other PC in a favorable light)

  • ... instigate another PC's actions or scenes by suggesting that the other PC should do the task, talk to that NPC, investigate something further, or combat that opponent alone (even if not the best choice for that task).
  • ... put the other PC in a favorable light by asking for expert information, refraining from taking the lead on a matter, pushing it all to the effect that the other PC can have a limelight moment, a heroic moment, a moment where this PC needs to decide for the group (and it is a hard moral decision), or just to earn the rewards from an encounter.
  • ... don't take the best loot for yourself, but offer it to another PC first.
  • ... regularly compliment them for their deeds (and maybe even also pointing out their failures).

    "Example: Great fireball, Calcarus. This really saved my neck there. Next time though, please give a short warning. I thought my heart would stop as I jumped away."

  • ... sometimes ask the other PC some personal questions when there is a fitting moment. It could be somehting on their beliefs or even what type of girl they like.
  • ... if the other PC describes / described an item in their possession, take a moment to ask details. Where did they acquire it? Why did they choose it?

    "Example: Calcarus, I notice that this dagger of yours is one of those Spellwitch Blades, if I'm not mistaken. Aren't they only produced in the Sapphire Capital? Have you ever been there?"
    (Explanation: Here I introduce a new manufacturer of a "mere dagger". He may have added the dagger as his starting equipment and never thought about it. But in the moment I give it a story, the other player will bond with this dagger. There is a tale to tell. And usually I am allowed to do this, even if the GM has never even heard of said manufacturer. You have the chance to point to details that are minor - and the dagger is stat-wise still just a dagger - but now this dagger has a cool name.)
All of these techniques give your fellow player the opportunity to contribute, to shine a little light on their PCs, to shift the focus from one player to the next in a fluent manner without the necessity of the GM to step in and say who's next. And it will slowly create a bond between the two PCs, like a regular combo maneuver.


There are surely more techniques than these. How about you? Have you any techniques that you use to help other players at the table?
 

sheaeugene

New member
Silver WoA
As GM, I try to build up some mystery around each PC character which the other players may be tempted to try and figure out. For example... I had a player whose PC was secretly a follower of Bane (by their own backstory). I decided to try to find a way to challenge this character with a representative who was opposed to Bane, but who might still be attractive to the PC.

I sent a black box to the PC. Inside was a mysterious note and a ring. (at table, I actually handed a black box with a note and a magic item card). The note was written such that the PC would not share its contents with the rest of the party - because he was already keeping some secrets.
The rest of the party was completely intrigued by the event and kept trying to get the PC to give up some knowledge of what was in the mysterious box. What the player still does not know... the ring has a slight curse attached... when the mysterious sender uses any Charisma skill against him, he will have disadvantage against the attempt if he is wearing the ring.

In another campaign, a PC is hiding the fact that they are a werewolf (by birth). This provides all kinds of opportunities to make the rest of the party wonder "what the h is going on"? Added to this, the PC is AWOL from their tribe/pack and essentially has a bounty out for him, but to reveal this would be to reveal other secrets... so I get to create, as GM, all kinds of scenarios which ramp up the intrigue around this PC :)

I imagine there are probably many ways to create such mysteries. In some cases you might have to pre-arrange off-table with one of the players. In my scenario even the player was in the dark until they recv'd the box. It could be someone from the PCs past, an old enemy, a father-in-law... or whatever. Any event which creates intrigue which the PC might not be forthcoming about may cause other players to engage more. Any PC backstory has the potential to spawn the next adventure hook but if the PC has secrets - it can create drama between party members which creates engagement. This can probably go sideways however... we don't want too much conflict between PCs I would think....
 

JochenL

CL Byte Sprite
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Borderland Explorer
As a GM, I tend to miss when players are under-engaged. This miss is mainly due to the many things I am juggling and, in part, from experience. Some players are happy to be there. Some shy from the limelight. Some take what focus they want, and some are content to receive less focus.
I try to go around the table to give everyone a chance to do something. But I tend to stay with those that are more proactive. I should observe myself more, I guess. There is a lot to think of, though. I would like more player feedback on this (@Stephan Hornick is listening, I hope ;-)

As a player, I tend to hug the limelight but not necessarily move the story along. I love to interact with the world and with other characters. I prefer interaction among the PCs before interaction with NPCs. I have difficulties picturing or relating to most NPCs, though. The other player characters often seem more "real," engaging, relevant, and fun. I hope my play engages other players.
 
Last edited:

Stephan Hornick

Community Goblin & Master of the Archive
Platinum WoA
Wizard of Story
Wizard of Combat
Borderland Explorer
I am listening, Jochen. I don't think that there is something wrong with how you go from one player to the next.
In your shoes I would probably describe less "neutral" and this means for the whole party, but ever so often shift the focus on what I describe.
Specifically, I would point out to Hogar the old mage hints on lingering magic contained in an ancient scripture that is hard to read because of decay.
(I specifically give only a breadcrum to the player as he is very eager to follow and tends to grasp attention for himself, while simultaneously pointing to a mundane requisite first (take a rubbing of this scripture to better read it) instead of him focusing too much on his spells for problem solving.)
And while the player of Hogar is a moment catching up on the possibilities of his detection, I will quickly shift my attention to one of the quieter players enacting Bausum the half-orc scout. I always feel that he longs for a really spectacular moment with his PC, some event in which he can show his colors, prevail against all odds and be cool. Knowing that when given a hint the player will hurry to follow (maybe fearing that another player may follow it first and he again stands in the back), I will present it to him, some rare healing mushrooms in the back of the musty stone hall. And then, the events unfold very quickly. He steps onto a trap, the floor tiles tilt, he slides down, already seeing the sharpened spikes that await him. And there are already several skeletal corpses there. BUT, I will also tell him that there is e.g. a chandelier hanging right above the center of the room, right above the spikes... I imagine him asking if it can be shot down as he is an artist with his bow and very quick, so I agree. There is a rope. Hard to hit with a thrown knife or hatchet, but a cutting arrow might do the trick. But then, you would need to be very quick. And he probably succeeds. And the chandelier crashes down while he tries to halt his sliding. And in the last split second it crashes into the spikes before he smashes into them. A new clue: the corpses below. A breath-taking stunt, a grin on the players face (I imagine) and maybe some PCs could have reacted in-between, finally there is surely another lecture by Hogar that Bausum shouldn't just walk into an unknown hallway: a refreshing interlude of roleplaying. And of course they probably get the healing mushroom also.
And now guess what was written on the ancient vase and what the lingering spell was!

But coming back to my original question: what should a PLAYER do in those situations to help other PLAYERS have attention and roleplaying and limelight?
 

JochenL

CL Byte Sprite
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Borderland Explorer
But coming back to my original question: what should a PLAYER do in those situations to help other PLAYERS have attention and roleplaying and limelight?
I like your suggestion of ending your narrative with a question to another character thus involving them.

As a player, I tend to involve other players in roleplaying. I never thought about putting them in the limelight somehow. But I like to offer suggestions for possible courses of action. Some players like that, some don't.
 

Stephan Hornick

Community Goblin & Master of the Archive
Platinum WoA
Wizard of Story
Wizard of Combat
Borderland Explorer
But I like to offer suggestions for possible courses of action. Some players like that, some don't.
I find that suggestions like „I think we should march against the orcs now.“ don‘t lead to the desired outcome of more roleplaying or interesting decisions.
Often, players react to suggestions with their own suggestions. This creates a stalemate (and a third player more often than not does not try to decide for one (which is better roleplaying opportunity in my opinion), but brings up a third option).

Instead, as a player you could weigh pros and cons of two options and thus make the decision interesting for all players to engage. And again, this is ideal for asking other PC‘s opinions and bringing them in.
Also, when someone makes a suggestion, don‘t just offer your own, but comment on the other one’s it (first). Appreciate their thoughts or point to the fact why he / she probably suggested that (a fighter: to fight e.g.). Try to involve others.
 

JochenL

CL Byte Sprite
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Borderland Explorer
It's usually more towards a single player's options if they are stuck deciding what to do next or are just silent. "Hey, Rorick, you told us you like high places, why don't you go up that tree and tell us what you see happening in the sheriff's attic from a safe distance".

(That's to stop discussing whether to climb over the wall, ring a bell, or just outright break into the compound.)
 

Morvar

Well-known member
Platinum WoA
Gold WoA
Wizard of Combat
Borderland Explorer
Hello!
I would like to share my opinion on the subject and hope my English is sufficient.
First of all, from my point of view, it is important to define what kind of group we are talking about here. Because experience has shown that this makes a huge difference in terms of the open-mindedness of the individual players.
And this feeling of well-being has an extreme influence on the ability of the game master and the players to get other players out of their rather introverted attitude.
In a completely new group that doesn't know each other and has introverts in it, my usual approach of giving each player a spotlight at regular intervals will probably scare some players off a lot.
So what do I do?
For new groups, I meet with the players beforehand and try to clarify all sorts of issues around the game, describe play style, expectations and tenor of the world. Also, I always emphasize how important "fun" is to me and that we don't have to win an Oscar or a tactics game here.
When we start the first session, I try to introduce the players to the world and their NPCs. In order to highlight their special roles as protagonists in the world. They are the drivers of the story in the world.
From my experience, I must emphasize here how IMPORTANT a camera is in online play. Over 80% of communication is non-verbal, so my players MUST SEE how I react to their play. And I try to give positive feedback as much as possible, through smiles, nods and other non-verbal signals.
The more I do this, the more often players have given me feedback that they find positive and reinforcing.
Basically nothing else than positive reinforcement (Pavlov says hello ;-)).
If I now have a good basic mood, I can challenge players much more easily and bring them into the spotlight.
Typical procedures:
1. i as the game master control the spotlight. Yes...this may be hard sometimes, but I interrupt or disturb players sometimes. However, I explain why.
2. I watch the other players to see if they start to get bored when a player has too much spotlight. I am an oldschool game master and believe that we are a kind of director and have more responsibility to control the flow of the game than the players. If you don't get bored you will stay attentive and if you realize that you will get your share of spotlight if you want it, the mood will probably be better.
3. the classic yes-but. If a silent player ever says something of his own accord, even if it's completely impossible or inappropriate, incorporate it anyway. Maybe adjusted, but definitely bring it in.
4. as a game master, I always use NPCs to address silent players when other players do not. And have the NPC illuminate the special abilities of these players. So that other players are aware of these abilities.
5. live with the fact that some players just want to consume, but if you are leading a group with only such players in it, break it up. It will not work.

I hope I have understood the question. Although I'm not so sure ;-)
 
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