this post was submitted on 28 Apr 2026
27 points (90.9% liked)
rpg
4796 readers
3 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
- No AI-generated content. Discussion of AI generation pertaining to RPGs is explicitly allowed.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
It wasn't my first campaign, but it was a game I ran for a group that hasn't played before, and it was funny how unintuitive a lot of "player actions" can be if you're not used to it. Like, they didn't know what they could do?
I had an NPC slip something under the door, and when the players opened the door they could just barely see the NPC nip around a corner at the end of the hall. This was "meant" to be a chase. Instead they were basically like "huh... I wonder who that was. Guess we'll never know" 😛
Or when one of them talked to a witness of a crime and I described the witness as "eyeing you suspiciously and only barely nodding in response to your greeting" they were like "I don't think he likes me, I don't want to disturb him, I'll leave him alone" 😅
It was all fully my fault, of course, but I was used to playing with much more active and plugged-in players, and fully dropped the ball with players that were a lot more passive, either from lack of experience or just mismatch between players and game genre.
So for them, I think a few railroads would have actually helped them quite a bit. Or if not railroads, at least maybe some bumpers or training wheels until they start to figure out what it means to have agency in a genre story.
I’m running for a group where 3/5 players are totally green, and they’ve been doing incredible. They’ve been catching onto plot hooks early, pulling off risky heists, decisive diplomatic strategy when working characters for info.
Then last session they went to a new city (Neverwinter) homebrewed in detail. I spent 90 minutes waiting for them to ask me (or y’know, an NPC) what was around. I teased them by handing out a blank map with juicy-looking points of interest to get them curious.
They did not ask. They wanted to find: their quest destination (the keep/castle, to drop off a prisoner), a cheese shop, and an inn — in that exact order. Player agency is just a trip sometimes.