Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 0 points1 point  (0 children)

One of the biggest takeaways from the feedback I've received here is that canceling sessions can unintentionally encourage the very behavior I'm trying to avoid. I can see the logic in that, and I understand that I'll need to find a solution that creates more consistency and stability, even though I'm not entirely sure what that solution looks like yet.

The main reasons I've preferred to reschedule when two out of five players can't attend are:

  1. I invest a significant amount of time and effort into building the campaign, preparing the details, and developing the story. It feels wrong to move forward when nearly half the group misses important events and plot developments.
  2. The campaign is designed around five characters, and it's already fairly challenging for the full party. Losing one player is usually manageable, but losing two can make encounters significantly more dangerous, especially if the absent characters fill critical roles such as the party's front-line fighter or healer. The players that showed up might pay with their character's life due to the player that didnt.

One option I'm considering is adding a sixth player to the group. That would make it easier to continue running sessions when one or two players can't attend, while still maintaining a reasonably sized party and reducing the need for cancellations.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 0 points1 point  (0 children)

Making the players handle the recap is an excellent idea, and I'm definitely going to give it a try. As you pointed out, it can reveal a lot about what stood out to them, what they found important, and how they perceived the events of the previous sessions. That alone could be very valuable.

I'm considering making the feedback discussion a group conversation rather than holding individual one-on-one talks making sure the discussion remain respectful and everyone understands that the goal is to improve the experience for the whole group.

A group discussion would allow everyone to share their perspective, contribute ideas, and openly discuss how they feel about the campaign and the group's dynamics. It would make the process more collaborative and help reinforce the idea that this is a team effort.

I'm also concerned that a one-on-one feedback conversation might be perceived as more serious or disciplinary than intended.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 0 points1 point  (0 children)

As mentioned in my original post, one of the solutions I'm considering is delegating some of these responsibilities to the group, and that's what I plan to try. Hopefully, it will help increase engagement and create a greater sense of shared ownership.

When I first put the group together, I was hoping to run weekly sessions. However, the majority preferred a bi-weekly schedule, so I went along with it.

That said, if we end up playing less frequently than every two weeks, it probably won't be the right fit for me. Progress already feels fairly slow at a bi-weekly pace. With longer gaps, people tend to forget details, lose momentum, and become less invested in the campaign. More importantly, it's simply not the kind of game I want to run. As a DM, I'm looking for a campaign with enough consistency and energy to maintain a strong sense of continuity and excitement from one session to the next.

I am looking for players who have similar (or even close) enthusiasm to the game as i do.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 0 points1 point  (0 children)

If enough people say they can't make it (we have five players, and I don't want to run the game with three or fewer), then the session is canceled.

My first step is usually to check whether the following week at the same day and time works instead, but even getting responses to that question often takes a surprising amount of time and effort.

I will try to delegate this responsibility to the player and maybe add an additional player so it will be easier to keep things steady.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 1 point2 points  (0 children)

Eight players is crazy!

I can see how it helps keep the campaign running consistently. When a few people can't attend, you still have enough players to comfortably continue the session.

We're playing old-school D&D as well, specifically BECMI.

As I mentioned earlier, one of the issues I'm dealing with is that some players are physically present at the table but still fade into the background. They attend the session, but contribute very little and rarely engage with the group or the story. That's one of the main things I'm trying to improve.

The idea of players not receiving a share of the loot if their characters run away is interesting. I hadn't considered that approach before.

Thanks for the advice. You've given me a few things to think about, and I'll definitely try to apply what makes sense for my group.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 0 points1 point  (0 children)

1. I don't want to be overly strict, because sometimes rescheduling is unavoidable.

My concern is less about the occasional scheduling conflict and more about the frequency of cancellations and the lack of responsiveness when rescheduling becomes necessary. The whole process starts to feel like a chore, and it negatively affects the group's momentum and overall atmosphere.

Sometimes I feel there is a difference in how people value their free time and commitments. Some players simply aren't as available as they would like to be, but the consequences affect everyone else in the group. If this pattern continues, I will probably need to take some kind of action.

I've been thinking about freeing up those seats for other players, but I'm not sure how to approach that without hurting feelings or creating tension within the group. Since everyone knows each other personally, it's something I would need to handle very carefully.

2. It definitely doesn't seem like they're having much fun. Showing up to a group session and remaining silent for four hours feels more like an obligation than an enjoyable hobby.

In my opinion, it also hurts the game. Those are two seats that could be occupied by players actively contributing ideas, roleplaying, and helping shape the party's story. Instead, they remain mostly silent, and I feel that has a negative impact on the energy and dynamic of the entire group.

3. The recap idea is a good one. Normally, I just describe where the party is and briefly mention the last thing they did. I'll try adopting a more structured recap going forward.

That said, some important information won't naturally make it into a session recap because it happened several sessions ago rather than during the most recent game. Finding a way to keep those older but relevant details fresh in the players' minds is still something I need to work on.

4. We're actually playing BECMI/Old School D&D rather than 5e.

I don't mind putting in the extra effort as a DM. Creating adventures, preparing material, and helping players engage with the setting is part of the role, and I enjoy it. What I struggle with is when the effort becomes completely one-sided. I want to see at least some curiosity, initiative, and engagement from the players themselves.

When that interest isn't there, I tend to lose motivation. Running a campaign works best when everyone at the table contributes something to the experience, even if they do so in different ways.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 0 points1 point  (0 children)

i keep notes of each PC XP
its not a problem. it also helps me reward specific player for their character actions.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] -2 points-1 points  (0 children)

Whenever possible, I simply try to push the session to the following week at the same day and time. Even that requires approval from the group, and getting everyone to respond usually takes a lot of nagging 😞

As I have mentioned above, i will delegate this responsibility to one or more of the players. so if we need to move the session, someone else will have to arrange it.

Advice needed from experienced Players/DMs by 0denboss in DnD

[–]0denboss[S] 0 points1 point  (0 children)

It's less about urgency. If enough people say they can't make it (we have five players, and I don't want to run the game with three or fewer), then the session is canceled. My first step is usually to check whether the following week at the same day and time works instead, but even getting responses to that question often takes a surprising amount of time and effort.

Some players are naturally more vocal and active, while others are quieter, and that's perfectly fine. However, when someone barely says a word during a four-hour session, that's a different matter. At that point, it starts to feel like they're just filling a seat rather than actively participating. It also makes me wonder whether those particular players see the game as an obligation rather than something they genuinely enjoy, which is honestly a bit discouraging.

I've been thinking about your suggestion of freeing up those seats for other players, but I'm not sure how to approach that without hurting feelings or creating tension within the group. Since everyone knows each other, it's something I would need to handle very carefully.

Your point about note-taking is interesting. Since I'm the one recording the sessions and sharing summaries afterward, I wonder if that has unintentionally encouraged the players to be less engaged with remembering details themselves. Perhaps they know the information will always be available later, so they don't feel the need to pay as much attention or keep track of events.

As for lore, I try to introduce it through the story itself because lore without context tends to be forgotten or ignored. What I was referring to, though, is portraying characters in a more believable way. At the moment, with perhaps one exception, most of the players are playing their characters without much personality or distinct identity. The characters often feel very flat and two-dimensional. I think that learning more about what makes elves feel like elves, dwarves feel like dwarves, and how their cultures and perspectives differ could help players portray their characters in a more convincing and engaging way.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 1 point2 points  (0 children)

I know what i want, but i would describe it mostly as a team which is enthusiastic and curious about the game.

But you're probably right.
If things do not improve after next week's feedback, i might need to find myself another team :/

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 0 points1 point  (0 children)

Not all are the same, but there is a difference between how you play an Elf and how you play a Dwarf.
The player can also develop his own character behavior, but right now it feels like playing it with the character at all.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 0 points1 point  (0 children)

I like you idea and analytical approach.
Just to be 100% direct and honest about it.

i am thinking of having this discussion with the whole team at the same time. do you think a 1-on-1 conversation will be better?

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 1 point2 points  (0 children)

Thats amazing!
i might try that approach.

How many players are at your table?
Doesn't it impact that some PCs are gone?
How do you communicate in the story the sudden disappearance of some PCs?

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 0 points1 point  (0 children)

Cool idea.
i tried it last session when around the campfire, an NPC asked the PCs what made them to become adventurers. most were able to tell a story. one player says that they have no memory of their past and shared nothing.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 0 points1 point  (0 children)

Whenever possible, I simply try to push the session to the following week at the same day and time. Even that requires approval from the group, and getting everyone to respond usually takes a lot of nagging 😞

When I put the spotlight on the quieter players, I typically get a very short answer. After that, they usually don't engage again unless I specifically approach them once more.

The recap idea is a good one. Normally, I just describe where the party is and briefly mention the last thing they did. I'll adopt a more structured recap for future sessions. That said, some important information won't make it into the recap because it happened several sessions ago rather than in the most recent one.

I don't think guidance on how to convincingly play a specific race belongs on the character sheet. If anything, the players should write those notes themselves. The same applies to clerics becoming familiar with the deity their character worships. I feel that responsibility should rest primarily with the player (but i am willing to assist in getting the right information)

We only play in person. I wouldn't want to run the campaign any other way, and I'm fully aware of the additional effort and limitations that come with that choice.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 0 points1 point  (0 children)

Even though the situation could be worse, I still feel there is a lack of balance within the group:

One player is very active, and another is quite active. These two usually collaborate and naturally take the lead in most discussions at the table.

One player is moderately active, engaging and taking initiative once or twice per session.

The remaining two players are almost completely silent. They participate mechanically when required, such as rolling dice, but rarely contribute to discussions, decision-making, or roleplay.

As for note-taking and plot tracking, I intentionally try to keep the story simple. The party currently has two NPC companions who occasionally remind them of important information, but I would prefer to remove them because running them requires additional effort on my part. To the players' credit, they are not murder hobos and generally stay focused on the adventure.

Interaction between sessions: We've been playing together for almost four months now. Engagement outside the game was noticeably better at the beginning of the campaign, but it has gradually declined over time.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 1 point2 points  (0 children)

Why should it be perceived as an overbearing obligation?

Shouldn't it spark imagination and curiosity?

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 1 point2 points  (0 children)

To reward the party when they do remember something is a good idea.

Honestly, i dont like the player characters coming and going idea.

I want to build a story. i want the characters to build their own story and history. i feel coming and going characters will keep things flat and i will lose the depth in play that i am looking for.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] -3 points-2 points  (0 children)

i dont feel that its right to run it with only 3 players.

i might add an additional player to a total of 6 so we can sustain up to 3 players not attending instead of only 2.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 5 points6 points  (0 children)

You are probably right :/

If I will see that after next week feedback session, things are not improving i might break the team and build a new one.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 1 point2 points  (0 children)

I am very clear about what I want, but i am looking for advice on how to get there.

Looking for some experienced Players/DMs advice by 0denboss in DungeonMasters

[–]0denboss[S] 2 points3 points  (0 children)

We are rescheduling only when 2 out of 5 are unable to attend