• Rose Thorne(She/Her)@lemmy.zip
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    6 hours ago

    I have more heavily played with fellow theatre kids and LARPers, people who generally thrive when really getting into character.

    To that end, I have a lot more experience with letting my players guide the plot through tools like “Yes, and?” and other improv work. I wouldn’t call it “balanced”, but it has taught me to more build a highly flexible skeleton for a story, with large gaps to allow for downtime or sudden diversions.

    There is also the experience factor, though. When people better understand the game, and their DM/GM, some find that outlet, that flow of creativity, that allows for the more “extra” sides to come out.

    To that point, I also heavily reward roleplay and creative problem-solving. I prefer to run Milestone levels over EXP gain, but being generous with things like gear, trinkets, Inspiration points, all can work as a carrot to help guide people to express and engage in that side more.

    In the end, though, it comes down to your table. I have had players who cut their teeth on AD&D who wanted dungeon crawling grinders, newbies who have wanted to spend months in some little fishing village feeling immersed in the world, or people who just wanted to enjoy a nice, basic module for awhile.

    Finding what works really takes engaging with your table, asking them what they’re looking for out of the game, and working with them to achieve that. Be encouraging, both in and out of game. If someone does want to go that extra mile, help them do so, and they’re more likely to continue with it. That goes for every facet of the game, every type of player.