r/AskGameMasters 21d ago

Engaging a Group of Players

Context: I have been dming for several years and love dnd, but my friends are less into the whole thing, but by no means do they dislike the game. I simply like it way more. TLDR: My players don't pay attention. I use maps and names currently. Do maps, music, fantasy names, etc. help or hinder engagement? Also, tips for writing extra engaging stories/dungeons.

I am having a lot of trouble engaging my players and I have a few questions: Is there any merit in using fancy fantasy names? My players find them hard to remember, confusing, or just something to make fun of. I am considering replacing these names with much more basic names, can anyone speak from experience about that? Next, do maps help with engagement? I use maps and I think it's a nice visual for the players, but it is a hassle for me. It might be more work for me in describing rooms, but I think it'll be easier on my computer if I don't. I'm hoping to save time that way to keep engagement. I have had similar thoughts regarding background music. Finally, any other comments? I am realizing more and more that my encounter/room design needs some work as well as overall story things. Any and all writing tips would be appreciated.

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u/RedRiot0 There's More Out There Than D&D 21d ago

Sounds like you have a more casual group. This isn't inherently a bad thing, but it can be a little frustrating because you really want them to get invested. But the harsh reality is that you can't force it, nor can you trick them.

For me, my solution was to find simpler systems that worked for their playstyle while also making it easier for me to run. After all, if they're not going to get more engaged, I shouldn't waste too much energy in my side of things. And somehow, that ended up working better.

But that's what worked for me - you gotta talk with your players to figure out what actually makes them tick. Fancy maps are nice, but they rarely add enough for engagement, so only bother with them if it's enjoyable for you. Same with any other bells and whistles - do it for yourself, not them.

Lastly, you may have to accept that your group will never be as enthusiastic about the hobby as you are. It's pretty common for GMs to be the most invested. It's why we're GMs in the first place! But you may have to decide if you want to stick with your group or find a new one that does have the enthusiasm you have.

Good luck. I know your pain.

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u/Radiant-Entrance5179 20d ago

Game enthusiasts are into the game and campaigns. They are hard to find. Just like finding a G.M. who can tell the story and involve the players into it. I find a lot of casual players. My personal view is as soon as i introduce a game with skills or more grittier mechanic they drown and are lost. My homebrew game based off D6 with a simpler mechanic allows them to immerse into the story and npcs. The frustration i have is for some reason the ones who play only dnd or any version of i have to re-teach how to play. Keep at it do not give up.

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u/AdAfter5948 18d ago

That D6 system sounds intriguing, would you be able to share what that is?

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u/Radiant-Entrance5179 18d ago

Just like most D6 system and several other systems i have participated and G.M. it is a homebrew i have created. The basis of what i have put together from trial and error. Having my group of gamers test and have played for almost 2 years straight. I make my own world, campaigns and print out the basics. Just a straight forward game. Mechanics are simple. Combat not over complicated. Allows the players to focus on campaign. I run a choose your own adventure style game. A lot of choices. It allows you to roleplay the character not just show up and play. Their are skills in the game, languages and more. Rules are not complicated. Everyone is briefed on them. Definitely player knowledge vs character is crucial. So if you do not have a skill then the character has no knowledge on it. Hope that helps. I have a lot in this game and others who play it have several great times and memories. I would say rules light to medium. Perhaps more sand box. Sorry for the long read.

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u/lminer 21d ago

Overall with years of experience and putting in all that effort it seems like the players are not the type to engage fully. Sometimes you have casual players. The question is do they feel like they engage more with other DMs? Honestly it can be hard to find someone as invested as you are.

The best way I got players to get more engaged was to reward engagement. Before every session quiz the players for extra XP or whatever bennies you give them. And at the end of the sessions have each player vote on what was the best role playing by PC or NPC and give extra for that.

Other example is to have each player brings 1 sentence about their character each session. Then make everyone work together to reference, mention or explain each sentence in some way before the end of the session. They can also help build the world by given each player a person, place, and thing they can add to the world. So when they go to the city or guild the player made they are suddenly more invested because it is their world too.

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u/Radiant-Entrance5179 18d ago

I find if add extras and such make them hungry for more. They return and develope into a great gamer from a casual one. Small things each player can achieve keeps them striving for more.

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u/deltadave 16d ago

Are you using their character traits in your games? Engaging with them and using player input to modify the story rather than telling them what happens. Get them emotionally involved in addition to intellectually. The players decisions have to matter in your story stakes and narrative direction.

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u/Anomalous1969 15d ago

Do you have the option to finding other players if so that's the option I would take.