Suggestions to get new players invested in the story

By VikingWolf, in Star Wars: Force and Destiny RPG

Hey,

So in a few days I am running a one-shot session with a few of my friends. Three of them, like myself, have played D&D and had a good laugh - however they did not get overly invested in the story (we were playing the beginner story on roll20). The new player has never played a roll playing game before, but we are all Star Wars fans, but everyone is looking forward to it.

I have outlined the story I want them to go on, but I do not want to restrict them too much. Is there any tips or tricks you would recommend to make them invested in the story from an early stage?

Thanks!

Edited by VikingWolf
Placed in wrong area, please delete this! Sorry!

In my experience, to a large degree your players just have to want to be there for the story, and have to just buy-in to the whole experience to really get this (investment) out of them.

So just ask for it explicitly from them, "Alright crew, let's make an awesome story together tonight, ok!? I need you guys to be invested in this mentally, I need you present, and to help me make it fun for everyone. Help me bring the universe to life."

It may seem weird, like a pre-game pep talk, but I think it helps people start out present in the moment. You've asked them to be. They're then gonna expect engagement of course, so that's the next part - don't let them down. Engage them.

Do that by setting the mood, I like to use an opening crawl if I can. That John Williams opening salvo of horns can't help but to get a true Star Wars fans blood pumping. There are many crawl creators out there, its a great way to grab their eyes.

Next, to engage them, talk to them in-character whenever possible. Don't just deliver to them in a narrators exposition what's going on, tell them what they see on the holo-projector and data scrolls. And what they hear on the streets as they go to gather at whatever your starting scene is.

Bring in the imagery of Star Wars, the variety of Species, kinetic background action, skimmer-drivers shaking their fist at them, bantha-bucking-jawas and the like.

Make sense?

I mean, you can ask them to write all the background you want, but that's not there when you start play. You are. The GM. So welcome them into the world, all you can do is hope they follow.

You need a room with a concrete floor, metal chairs you can bolt to the floor, and some plastic zip ties. Make sure the ceiling is lined with lead, to block cell reception.

43 minutes ago, emsquared said:

In my experience, to a large degree your players just have to want to be there for the story, and have to just buy-in to the whole experience to really get this (investment) out of them.

So just ask for it explicitly from them, "Alright crew, let's make an awesome story together tonight, ok!? I need you guys to be invested in this mentally, I need you present, and to help me make it fun for everyone. Help me bring the universe to life."

It may seem weird, like a pre-game pep talk, but I think it helps people start out present in the moment. You've asked them to be. They're then gonna expect engagement of course, so that's the next part - don't let them down. Engage them.

Do that by setting the mood, I like to use an opening crawl if I can. That John Williams opening salvo of horns can't help but to get a true Star Wars fans blood pumping. There are many crawl creators out there, its a great way to grab their eyes.

Next, to engage them, talk to them in-character whenever possible. Don't just deliver to them in a narrators exposition what's going on, tell them what they see on the holo-projector and data scrolls. And what they hear on the streets as they go to gather at whatever your starting scene is.

Bring in the imagery of Star Wars, the variety of Species, kinetic background action, skimmer-drivers shaking their fist at them, bantha-bucking-jawas and the like.

Make sense?

I mean, you can ask them to write all the background you want, but that's not there when you start play. You are. The GM. So welcome them into the world, all you can do is hope they follow.

I must admit a pre-game pep talk is a big strange but I will give it a go, it seems like a very good idea tho! The crawl might be more difficult as we are doing it in person, but I'll figure that bit out myself.

Also how much of the story would you say I should write/bring to the session? I tend to bring quite a few pages, detailing each area I want them to go to and the encounters they will meet there, I haven't managed too many games but I have always done this when I have been the game master, or should I just write the opening hook and what the main story revolves around, and the odd side quest?

6 minutes ago, Blackbird888 said:

You need a room with a concrete floor, metal chairs you can bolt to the floor, and some plastic zip ties. Make sure the ceiling is lined with lead, to block cell reception.

I'll get the local builders in for the weekend then! xD

It's easy to jump the rails, because this system encourages narrative control by pcs. However the more details you can setup that could apply to multiple settings and situations the better.

I always like getting thrown into a situation, combat, puzzle etc. Where the choices are limited but where what choices you make are very important. 2 pbp's I'm in, sparrowhawk grey , and alchemical problems are both "missions" bars intros with fixed goals so its easy to jump in without having a characters personality set or team rep anything set. It also let's characters bond ic over being "thrown into a mess".

However both of these were also pbp, where I threw out a concept and found teammates and gms who were down for it, and thus we already had that sort of group meeting.

Make it personal.

Make it so that the characters truely feel like center of the story. Make sure they care about their choices by showing them that what they do matters.

1 hour ago, VikingWolf said:

I must admit a pre-game pep talk is a big strange but I will give it a go, it seems like a very good idea tho! The crawl might be more difficult as we are doing it in person, but I'll figure that bit out myself.

Also how much of the story would you say I should write/bring to the session? I tend to bring quite a few pages, detailing each area I want them to go to and the encounters they will meet there, I haven't managed too many games but I have always done this when I have been the game master, or should I just write the opening hook and what the main story revolves around, and the odd side quest?

I'll get the local builders in for the weekend then! xD

The pep talk doesn't have to be elaborate or impassioned, as the pre-game banter winds down and you're ready to start, just clap your hands once loudly - hopefully they all look up - and just say, "Let's get goin'. It'll help us all out if we're all present and invested in this, so let's roll huh?". People underestimate the value of just being direct about something like this, I think.

As for the crawl, do you have a laptop or tablet, or even smartphone? Hold it in front of their faces.

As for what to prepare, that's hard for someone who is not you, to say I think. What's your style, and your table/player's style?

Do you require lots of concrete details written out in advance? Then do it.

Do they require some rails to get goin'? Then have something ready to go.

You are at a minimum the conductor of a string quartet, so IMO you should have some sheet music. But if the quartet happens to also be a bunch of fantastic jazz musicians, you need to be able to toss that sheet music and get in time with their tangents.

6 minutes ago, emsquared said:

The pep talk doesn't have to be elaborate or impassioned, as the pre-game banter winds down and you're ready to start, just clap your hands once loudly - hopefully they all look up - and just say, "Let's get goin'. It'll help us all out if we're all present and invested in this, so let's roll huh?". People underestimate the value of just being direct about something like this, I think.

As for the crawl, do you have a laptop or tablet, or even smartphone? Hold it in front of their faces.

As for what to prepare, that's hard for someone who is not you, to say I think. What's your style, and your table/player's style?

Do you require lots of concrete details written out in advance? Then do it.

Do they require some rails to get goin'? Then have something ready to go.

You are at a minimum the conductor of a string quartet, so IMO you should have some sheet music. But if the quartet happens to also be a bunch of fantastic jazz musicians, you need to be able to toss that sheet music and get in time with their tangents.

Yeah, ill bring a laptop to do the crawl then, good suggestion.

As for the rest I think I'll take more information with me, that way if things do turn into a fantastic jazz band then I can do with the flow.

Cheers for all the help!

Are you guys playing in real life or using the Roll20 web app?

1 hour ago, TheShard said:

It's easy to jump the rails, because this system encourages narrative control by pcs. However the more details you can setup that could apply to multiple settings and situations the better.

I always like getting thrown into a situation, combat, puzzle etc. Where the choices are limited but where what choices you make are very important. 2 pbp's I'm in, sparrowhawk grey , and alchemical problems are both "missions" bars intros with fixed goals so its easy to jump in without having a characters personality set or team rep anything set. It also let's characters bond ic over being "thrown into a mess".

I'll give you an example of what I've done, so they'll get thrown into a situation where if they aid a Zabrak in combat - she is then thankful and helps them get a shuttle out of the city and get them onto a Star Destroyer - but if they don't help her they end up having to spend time solving a mechanical problem to unlock the ship and gain access to Imperial Protocol codes. That the right thing?

56 minutes ago, SuperArppis said:

Make it personal.

Make it so that the characters truely feel like center of the story. Make sure they care about their choices by showing them that what they do matters.

Okay I've tried to make the PCs decisions important, such as at the start they can ally with their captors or go out on their own into the city, meaning that they will have engagements with Hutt forces as well as Imperials during the story. That on the right lines?

3 minutes ago, Mark Caliber said:

Are you guys playing in real life or using the Roll20 web app?

We are playing in real life as last time we used Roll20 two of them couldn't see the maps. However I will be using my iPad on Roll20 to move counters and show them maps of areas they are in.

Oh okay. Doing a session in real life (IRL) certainly helps.

15 hours ago, VikingWolf said:

Hey,

So in a few days I am running a one-shot session with a few of my friends. Three of them, like myself, have played D&D and had a good laugh - however they did not get overly invested in the story (we were playing the beginner story on roll20). The new player has never played a roll playing game before, but we are all Star Wars fans, but everyone is looking forward to it.

I have outlined the story I want them to go on, but I do not want to restrict them too much. Is there any tips or tricks you would recommend to make them invested in the story from an early stage?

Thanks!

Consider player motivation. Not PC Motivation, but the motivation for the individual player. Why is he gaming? What does she want out of the game? Is it a good story, a powerful character, a kickass weapon, a romance with another character? Is player a min-maxer, an actor, a power gamer, a storyteller? Engage the player by providing, or promising, the gaming experience that player is looking for.

Pay attention to what the players latch onto. Give them more of that.

11 hours ago, VikingWolf said:

Okay I've tried to make the PCs decisions important, such as at the start they can ally with their captors or go out on their own into the city, meaning that they will have engagements with Hutt forces as well as Imperials during the story. That on the right lines?

Yeah. But remember they might not want to go either of the directions and do things their way. Just be ready for that. :D

Make sure they meet memorable NPC's that remember them and characters from their pasts. ALSO talk with the players individually, ask them what THEY want. Talk about their characters and see what their backstory is.

3 hours ago, awayputurwpn said:

Consider player motivation. Not PC Motivation, but the motivation for the individual player. Why is he gaming? What does she want out of the game? Is it a good story, a powerful character, a kickass weapon, a romance with another character? Is player a min-maxer, an actor, a power gamer, a storyteller? Engage the player by providing, or promising, the gaming experience that player is looking for.

Thanks for the tip, I will try to do that.

2 hours ago, Daeglan said:

Pay attention to what the players latch onto. Give them more of that.

Will do.

50 minutes ago, SuperArppis said:

Yeah. But remember they might not want to go either of the directions and do things their way. Just be ready for that. :D

Make sure they meet memorable NPC's that remember them and characters from their pasts. ALSO talk with the players individually, ask them what THEY want. Talk about their characters and see what their backstory is.

Yeah, these guys like to do stuff like that!

So with a character from their past, would you say let the player decide how they know them or I decide how they know them?

The easiest and best way to get the players invested in the story is to let them create it.

There's nothing wrong with having an idea of how events will unfold, of course, nor for planning on how NPCs and organizations will react to what you think your players will do. But you very much should be willing to toss all that out at the drop of a hat (or cleverly recycle the concepts for later on to fit in the new direction they're heading) when they do the unexpected.

One example that I can think of was one where a GM had some players rescue an NPC from some thugs working for a Hutt the NPC got on the wrong side of. Grateful, the NPC was going to essentially work as a patron from the PCs, giving them missions to help rebuild his street cred to take on his rival gangster. Instead, the players decided (unanimously, no less) to stun him, bind him, and take him to the Hutt for the reward! SO, the HUTT became their patrol instead, and that NPC (who escaped later) became a recurring antagonist for the PCs. THAT'S how you get them invested.

Edited by Benjan Meruna
29 minutes ago, Benjan Meruna said:

One example that I can think of was one where a GM had some players rescue an NPC from some thugs working for a Hutt the NPC got on the wrong side of. Grateful, the NPC was going to essentially work as a patron from the PCs, giving them missions to help rebuild his street cred to take on his rival gangster. Instead, the players decided (unanimously, no less) to stun him, bind him, and take him to the Hutt for the reward! SO, the HUTT became their patrol instead, and that NPC (who escaped later) became a recurring antagonist for the PCs. THAT'S how you get them invested.

That is a very good example, thank you. I should have enough now going on to the table to get my invested.

Let us know how it goes...

28 minutes ago, TheShard said:

Let us know how it goes...

Of course I will. I've spoke to them and they all say they are excited for it, so fingers crossed.

23 hours ago, VikingWolf said:

Yeah, these guys like to do stuff like that!

So with a character from their past, would you say let the player decide how they know them or I decide how they know them?

You kinda work it with the player. (but make sure you don't reveal too much of what you are planning)

So ask them to make a backstory for their characters, if they haven't already and discuss it with you. Then ask about different characters that are important to the player and what kind of relationships they got. Then make a decision of what characters to bring forward to the game. It is one of the ways to make it interesting for the player. Because it feels more personal for them. Instead of butting into something that doesn't even relate to them.

Ofcoruse not every adventure can be a personal journey, but it would be nice to add something little that they can latch on to.

Edited by SuperArppis

The BeggingforXP.com website has an article ( here ) which describes having a "Session Zero" where everyone contributes details: names, places, contacts, hangouts, etc. that will be included in the campaign. At the end, once everyone has a good idea of how the campaign will go, and who knows what about who, they can make informed decisions in building their characters.

Obviously, that's designed for a lengthy campaign and may not be entirely practical for you, but I'd imagine you could do an abbreviated version to mine them for data. Having them create part of the world they'll be adventuring in really fosters a higher level of investiture, and the article and their included Session Zero results make for a good read.

Good luck!

3 hours ago, SFC Snuffy said:

The BeggingforXP.com website has an article ( here ) which describes having a "Session Zero" where everyone contributes details: names, places, contacts, hangouts, etc. that will be included in the campaign. At the end, once everyone has a good idea of how the campaign will go, and who knows what about who, they can make informed decisions in building their characters.

When we do a campaign I would do this, but thank you!

On 4/1/2017 at 2:42 PM, TheShard said:

Let us know how it goes...

So they finished the one-shot in a little over 4 hours. As soon as the opening crawl played they were all into the story. They didn't make life easy - they started killing every NPC (I did expect that at they were imprisoned by a Hutt, who then wanted to use them for a suicide mission) then somehow got a Triumph, several success and advantage on using a dead Twi'Lek's body to devise a palace full of guards and a Hutt. They did then start interacting with NPCs, learning information. I had to recycle server planned encounters and story arcs, but nothing too difficult. In the end all of them did die trying to shutdown a Star Destroyer, but it was fitting giving they just threw a grenade into the reactor! All in all it went well, and everyone enjoyed themselves and wants to play again.

Haha, wouldn't want to play with a group like that tho. :D

2 hours ago, SuperArppis said:

Haha, wouldn't want to play with a group like that tho. :D

They did calm down later in the adventure, but when they did kill NPCs (although the ones they killed weren't vital to the story) it was done in the manner of their characters. For example a Twi'Lek opened the cell, gave them their equipment. One of the player's characters was very paranoid and didn't trust people, so he turned on her as soon as she gave him his stuff. So it wasn't total random killing all the time.