TheInnsmouthLooker
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I'm running a kingdom building sandbox and exploration focused game through Roll20. The only real problem that I'm having is getting people to be proactive at the beginning of each session.
I start with a recap of the last session, or of any one-on-one role play that took place between sessions. Then, I set the scene. There are maybe two players who really have any character development going on, but even they just take too long to be drawn out of their shell.
What can I do to get my players into character and making decisions at the beginning of the session?
Ascalaphus
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Start by bringing up an issue that requires them to immediately make a decision or start doing something.
Often this sort of sluggishness starts because the PCs are holed up somewhere safe, with no immediate goal. If on the other hand it's clear that something needs to be done about X, then they can start rightaway.
"You're sitting there in the tavern, eating dinner, when some of the BBEG's guards come in. They haven't yet seen you. What do you want to do?"
"You're nearly in sight of the city gates. How do you plan to smuggle your prisoners past the guards?"
"You've been traveling for a few days now through the forest. Everyone roll Surprise and Initiative."
"You're sitting in the tavern, undercover as ordinary people rather than King's Musketeers, when a brawl starts between some of the Cardinal's Red Guards and some junior Musketeers. It looks like the Red Guards have the advantage. What do you want to do?"
| JoeJ |
Start the game off with a quick combat. No exposition, no warm-up. Just roll for initiative and go. After the enemies are dealt with you can have a flashback to explain where they are and what was going on before they were attacked.
When you end the session, try to end at a dramatic spot: the trap door opens and they all fall into a pit, or the king's guards draw their swords and charge, or the dragon rears up to its full height and unleashes its breath weapon. They don't find out what happens after that until the next session.
| Neurophage |
The only reason I can think of that might result in them not making decisions is that they have no immediate in-character goals. Lay down the ultimatum. Tell them that the game isn't advancing until someone comes with a goal they'd like to spend the next few sessions achieving. The most proactive people will end up taking center-stage, but it's really the rest of the group's fault for not being proactive. If your group completely rebels against being forced to make goals for their characters, then you're better off without them.
| Gregory Connolly |
Sometimes it is just shyness and anxiety on the part of the players. I would personally be very wary of being in a cooperative political game with strangers. How well does the group know each other? Many people will refrain from making bold statements around strangers out of politeness, if you don't know what angers the other people in the game, it is safer to go with the flow than to make waves.
I tried running Kingmaker once, though modified, and my biggest problem was the players going in eight different directions (there were only six players.)
| storyengine |
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The two things possibly of concern are poor character development and low game involvement. Are you concerned about one or both?
These questions were previously posted on a character development threads. It be good to habe your players answer them:
1. Why are you a Pathfinder?
2. Do you have a name and surname that is not ripped straight out of existing Earth mythology or popular culture?
3. Which nation did you grow up in? How did this nation influence you?
4. What do you look like? What are your wearing? How does this vary when you’re stalking through forests, sewers, deserts or in glittering cities?
5. What do you love? (Treasure and experience doesn’t count)
6. What do you hate? (Unclear and irritating darkness level rules don’t count)
7. Which other Pathfinders (PCs) do you rely on for teamwork, survival and butt-kicking? Do you have a bro? a mentor? a father figure? maybe a rival?
8. How does your race influence your views? Are you a stereotype of a certain race? How are you different from most humans/elves/gnomes/orcs/tengu?
9. What are you afraid of? Do you have any phobias or worries?
10. What is your most treasured possession?
Also, try to make each player complete a character sketch and origin story to help visualize themselves.
Next, as GM, stop doing recaps. Instead, offer XP for brief written session summaries delivered in the characters voice. Have each player read them with character POV, accents and mannerism at the beginning of ea session.
Have NPCs crop up that know the characters to ask questions like:
Hows your family?
Why have you chosen an adventurer's life?
Where did you get that scar?
... anything that back fills development.
Also, ensure players are handling dice every 10 minutes.
| KotC ChaiGuy |
It's strange in a way, around here you often get the feeling that people think of sandbox games as the pinnacle of RPGs. I see them as a style for RPGs. Games come in different forms, some are very rail roady (which is almost always seen as bad) to very open and sandboxy (which is almost always seen as positive). I don't think one is always better than the other, and there's a continuum between the two extremes. Somewhere in the middle is probably just right IMO.
The people I play with seem to really dislike heavy sandbox games. The last time I ran one they literally sat around and eventually asked me, "What do you want us to do?" I think some people approach RPGs like reading a book, they want to read the story that the GM comes up with and interact with it a little rather than co-write the story with the GM.
Pan
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This could be very difficult to determine. Sandbox games tend rely more on proactive players but even then a GM has some tools to draw the players out if need be. Add a kingdom maker on top and you are really moving away from the traditional table top experience. These types of games require a lot of buy in from both sides of the screen.
From what little I have from your OP it could be one of two cases. Either the players are unsure of the type of game and don't know what to do. They might be trying it out to see if they like it but its not coming around. Or they may simply not be digging this style of game. They could be allowing you to run it because they respect your passion and willingness to GM despite not being the perfect game.
As GM you need to get the right read on your players. Talking to them about the game is always a sure way to try and get everyone in agreement. Have you raised any of these slow beginning issues with the group? Another thing you can do is make sure they have plenty to grab on to. Did you make a players guide with lots of story-game bits for the players to bite off and use while making their characters? I recommend looking at ultimate campaign and kingmaker AP books for inspiration.
With all that said, the slow start lagging players at the beginning of a session isn't exclusive to this type of game. This happens in all types of games and systems. Its usually resolved by talking it out at the (virtual)table. Some reasons ive found are, people being really busy and gaming is one of few outlets so its hard to put a lot of energy into the game, players simply don't care for the game and would like to play something else, players are unsure of how to keep the ball rolling and rely heavily on GM/player guidance to keep rolling.
Good luck let us know how things develop.
| Gnomezrule |
Make sure your opening engagement is strong and inspiring. If it's combat right away overwhelm them with the moment; details, peril, craftiness of the opponent and really demand that colorful epic response. If its rp play it up yell at them (if appropriate), give them a dynamic moment to respond to. Ground them in the world if nothing is going on. Its the 3rd of Abadar the feast of shiny coins was last night. You wake up. Let them talk about what they did at the party.
TheInnsmouthLooker
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If it helps to clarify, I'm running book one of Throne of Night by Fire Mountain Games. All dwarves, all darklands, kingdom building and exploration with a heavy sandbox element.
So, there are many things that they've started, but they just don't seem to want to push forward. I've just asked them about their immediate goals, but I only really expect two of them will actually give me anything to work with.
Two players are almost completely new, one is returning after a long break from it and the other two play PFS and in my various home groups regularly. The returning players and one of the PFS players are the two that I get the best input from. Of the two new players, one seems shy and inexperienced, but I've tried messaging him about what he wants to do and how I can make it easier for him to be more active.
Hopefully I'll get some answers about their current goals, and if not, some drow got away after an ambush and they'll just have to attack their little island fortress.
| Gnomezrule |
New players have a hard time facing openess. I had a new player once ask , "Wait we can just hang out in town and pick u up hot guys." In board games there are turns and obvious limits. Combat has alot of rules but its easy to fighter smash wizard do magic stuff. Out of combat they start waiting for their turn or moment of praxis.
I wonder if they turned down the offer of the throne did they do so because that is out of the norm. If im king I can't just run off on adventures.
I would have the new king ask them to be his advisors. Make it clear that the responsibility of the kingdom opens them to adventure not interferes.
I rely on background and role in the party and game world status to get people moving In sandbox settings. Are you going to pick up on your old ocupation pursue an opportunity.
If the players aren't biting its cause they don't see or know how to see the hooks.
| Bacon666 |
Talk it out with your players and react according to what they say:
We are so busy with our lives that we don't bother to think about pathfinder between sessions
- time for a new campaign with more railroading
We don't feel we know our characters well enough to know what they would do
-have each player write a background with a few life goals, and try run some of the sessions around these
We are unsure how the other players will react on "weird" ideas
-put down some ground rules of player moral in the group
We think you as a gm should be better to start the session
-prep starting encounters for each session (a combat, roleplay a druid looking for her magic snail who ran away etc.)
We don't know what you're talking about... We think everything is perfect as it is
-accept this is what they want, or throw in the towel as a sandbox gm for this crowd
TheInnsmouthLooker
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I wonder if they turned down the offer of the throne did they do so because that is out of the norm. If im king I can't just run off on adventures.
I would have the new king ask them to be his advisors. Make it clear that the responsibility of the kingdom opens them to adventure not interferes.
If the players aren't biting its cause they don't see or know how to see the hooks.
They turned down the throne because they thought the svirfneblin were weak and would only weight them down. I let them know, OOC, that they could run a kingdom and still go out adventuring, but they'd have to balance the two.
There is no new king. They two elders are now in charge and running it as a democracy of sorts. If and when the players finally decide to found a kingdom, I'll likely have the svirfneblin ask to be formally under their protection. The other svirfneblin kingdoms aren't too happy about any of this.
I know that they see the hooks. We talk about them between sessions. I think that I really just need to open up with a bang instead of recapping up to where they left off and then saying "have at it."
| Gnomezrule |
That may be it.
Though if they are turning down a kingdom that will hold them back. I would have them answer holding back from what.
Also is your adventure more altruistic than they want to be?
Sounds like if other Svir are upset I would send saboteurs from one kingdom, business intrests from another and a noble from a third who would love to be king.
If drow here that there is no king then isn't that code for free mining slaves.
Part of a sandbox is that if they are refusing hooks what they refuse to deal with might blow up.
TheInnsmouthLooker
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When they turned down the kingdom, I told them that they could still go adventuring, but that they'd have to come back every so often to rule for a bit.
As for altruistic, they're trying to reclaim an old dwarf kingdom, but that's a long-term goal. Currently, they're just trying to survive, explore and make allies.
The other deep gnome kingdoms have just learned about the dwarves and are trying to figure out what to do, unbeknownst to the players. Once the dwarves have an actual kingdom to start building on, I'm going to have the deep gnomes march on their fort (conveniently built on the ruins of an ancient gnome kingdom that they thought was a myth. I also expect the first gnome town they met to ask to be part of their kingdom as a vassal state, which the gnomes won't like, either. I don't think that they'll send saboteurs, but they'll make life messy for the dwarves.
The drow attacked the gnome city and lost. Few slinked back to their baroness to tell her that they failed, and that was her last ditch effort to try and get resources to afford mounting an assault on her superiors who sent her to this backwater outpost. At this point, she's preparing. She knows that eventually the dwarves will come to her. Though, she might stir the pot a little bit next session.