Silent players


Advice


I'm a GM with a few games under my belt and practically no experience as a player so me and my group are very new to paper based RPGs

While the adventurous are outside of a dungeon and doing some mystery solving or talking to npcs my one experienced player comes up with great ideas of what to do next and the rest of the party always goes along with those ideas and just leaves that player in control with no further input other than a 'ok' if prompted and then they just pass out till theres some dice rolling

Last night i choose a mostly non combat orientated mystery quest to see if i could get more out of them, other than me and the experienced player no body said barely a word, even tho they were prompted many times for input by myself and the experienced player. in the end they practically fell asleep while the experienced player managed to solve the Ettins riddle and stopped everyone breaking out into a fight and completed the quest without the other players even really taking part in the game at all!

So I'm not sure where to go from there as this is clearly no good. I'm new so my GMing its probably well bellow par. I have talked to all the players and they have said they enjoyed the game and liked the story, some felt the experienced player never let them get a word in edge ways but thats really not true, i think they were just happy to go with his better judgment and could not add anything even when being prompted to give ideas and suggestions.

TL:DR So in short I dont know how to engage the other players in the game, they seem to have a complete lack of interest in any role playing or non combat experiences and I'm at a loss as to what to do, or if RPGs are really for them at all. please help! :D


Something that has worked for me in most cases of silent players is to make a quest focus on their character. Send a letter asking for help, NPC's only listen to them, they have the information/item needed to progress, the decision has to be theirs. Or combine that so everybody has to contribute a piece of the puzzle/decision.

Maybe do some emails to start their own storylines which turn out to be crucial in the tabletop play. If they are the only ones with a key piece of information, they will have to speak up, especially when you prompt them - fake intelligence checks if necessary to see if their character remembers the info they received.

Another thing to check is if the date/time is good for them. Tired players tend to be lethargic.

Good luck. That's a tough problem.


I think your effort to draw out the silent players was well-intentioned but may have been the wrong approach. Most new players I have played with find role playing and social interaction to be the most difficult part of the game to get comfortable with. They tend to draw into themselves when a situation comes up that calls for in-depth role play and social interaction.

I have found that allowing the game to focus mostly on combat and problem solving allows me to work on individual players to boost their confidence so they feel more comfortable doing the social stuff. It's almost counter-intuitive, but you need to keep the game in their comfort zone and stretch them bit by bit to bring them out. Throwing them into a situation where they HAD to play in a way they were uncomfortable may have just made them go all turtle on you.


What AD says can be true, too, particularly with a big group. We've also had some success in playing one-on-one (or two) with new players, to get them past the performance anxiety of RP and let them feel more comfortable talking at the table. There can be some stage fright to RP.


1 person marked this as a favorite.

I finally "fixed" the silent players in my group. We started Jade Regent (I'm also a player, but have been GM most of our groups lifespan), and they didn't seem interested at all in making the caravan. So I did it on my own... poorly (intentionally). Around level 6 they finally realize that the caravan could have been done MUCH better, so they re-did it with our GMs permission.
Now that each of them has invested some energy into how it was built, they care about it more. I also ask a new person each time to run the caravan outside of combat each week, and only *they* are allowed to make decisions, after listening to what each other player has to say.

Not directly applicable, but an idea of something you can do. INVEST the players into what you want them in on.

Grand Lodge

Simply asking what the players like about gaming can give you ideas on drawing them out.


If your players have mentioned that they can't get in a word edgewise with the more experienced player directing things, then try asking the experienced player to avoid solving situations and ask others -- IC -- what do do.

I know you've stated that everyone has had the ability to give input and/or be a part of the game ... but sometimes people can be "intimidated" into silence by an experienced, knowledgeable player who takes the initiative.

Maybe one of your silent types would have had the same idea, but didn't say it because the experienced player already did? Maybe another one is interested in interactions, but doesn't feel anything needs to be added after the experienced player gets their bit in.

Talk to your experienced player and ask him/her to pull the others into the game and stop solving problems, but rather ask the others for solutions. At least for a bit.


You could ask the dominant player to take a break for a session or two. Without him at the table, they can't just agree with everything he says, and they can't feel like he's hogging the spotlight. It would give the others a chance to step up, even force them to, and at the very least it would give you a better idea of what's the underlying problem. Even if you don't perceive it that way, he could be too dominant even if he doesn't mean to. And maybe you're focusing too much on him without meaning to, because it's more rewarding for you. I'd try how things go without him.

Grand Lodge

Restricting laptop and phone use is a good idea as well.


1 person marked this as a favorite.

It's worth remembering that some players like sitting silently until it's time to roll dice. I'd check with the quiet players privately and see if they're enjoying themselves first before taking any (potentially unwanted) remedial action.


Treppa wrote:
Something that has worked for me in most cases of silent players is to make a quest focus on their character. Send a letter asking for help, NPC's only listen to them, they have the information/item needed to progress, the decision has to be theirs. Or combine that so everybody has to contribute a piece of the puzzle/decision.

Remember that aside from self-consciousness about "speaking up", there is also an element of responsibility that comes with making decisions. Placing too much responsibility on a new player will hurt their experience.

I'm not disagreeing with Treppa. Just remember, a player may be more willing to decide something if it's less consequential than "life or death".


thank you all for your help,

theres lots of different advice I've been provided, and yeah I guess its mostly coming down to the players not being totally comfortable role playing yet. I'm not sure what to do at the moment but i guess I'll see how things go seeing as they say there enjoying themselves anyway. I'm not sure about telling the experienced to slow down tho as I don't want to limit his role playing and it will cause a terrible silence that the other players will probably pick up on and then get stage fright!

I'm running the rise of the rune lords so beware spoilers!

I'm at the start of the skinsaw murders (2nd module) after running burnt offerings and also doing a couple of side quests. at the start of the adventure theres a murder scene and a few suspects, I'd like to let the new players go to the murder scene on there own so they can 'find there own voice' while i let the other player talk to some suspects. I'm really not sure how to make this splinting up work tho and am open to suggestions.

The sheriff who will be giving the quest has only really spoke to the leading player who is a druid.. (I'm telling u this so you can help me find a hook by the way! :D) thanks again everyone i liked hearing all your points of view


Young Tully wrote:
Treppa wrote:
Something that has worked for me in most cases of silent players is to make a quest focus on their character. Send a letter asking for help, NPC's only listen to them, they have the information/item needed to progress, the decision has to be theirs. Or combine that so everybody has to contribute a piece of the puzzle/decision.

Remember that aside from self-consciousness about "speaking up", there is also an element of responsibility that comes with making decisions. Placing too much responsibility on a new player will hurt their experience.

I'm not disagreeing with Treppa. Just remember, a player may be more willing to decide something if it's less consequential than "life or death".

Agreed. Even with experienced players, I won't put life or death decisions solely on their shoulders. If they make one in the heat of battle or questing, fine, but I won't force it.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Silent players All Messageboards

Want to post a reply? Sign in.