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Starting An Adventure: Part Three

In my last two articles, I discussed gathering the group and preparation time before an adventure. Today, I’ll conclude with getting the players involved.

One of the best games I’ve run, as far as role-playing encounters are concerned, was a game in which the party was returning to a town which happened to be the home town of one of the wizard. The wizard’s father, also a wizard, still lived in town, in a sizable house. Needing both a place to rest and eat as well as information, the party went to visit the wizard’s father, seeking both.

I never told them the encounter was going to be role-playing heavy, but from the moment they entered the house I only spoke as the father or the GM directed actions, describing environments, etc. When the players tried to jump ahead of the father’s questioning and being caught up, he would interrupt them firmly but nicely and continue along with what he wanted to talk about. This forced the players to role-play with him a bit.

This encounter wound up lasting nearly two hours, for the duration of it everyone being in character nearly a hundred percent of the time, simply focusing on dialogue and characterization. There was more character development in that session, and more fun role-playing all squeezed into those two hours than I could have possibly expected before the start of the session. (This encounter also had the added bonus of added impact when the father was later assassinated.)

The lesson I took from this session was that to get players involved, it must be made clear to them, either implicitly or explicitly, that it is in their interest to get involved and participate. As soon as players begin to respond and get involved, it is important to reward that behavior immediately, at least at first, to help cement that it is the proper thing to do and it will make the game more enjoyable for everyone.

Another simple way to get your group involved is to ask them directly what they and their characters want. If you are lucky enough to get usable responses, design the adventure/campaign with these responses in mind. If your players were honest and intelligible, you’ve probably built in an irresistable hook.

How do you get players involved?

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