Tips and tricks to keep players invested?

By VikingWolf, in Game Masters

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!

Are you doing pregen characters or are your players making their own?

25 minutes ago, Vorzakk said:

Are you doing pregen characters or are your players making their own?

The players have already made their own characters, with obligations that I can tie into the NPCs in the story - or they can use to expand their backstory.

Use pre-gens, write in some short background info as to why they are going on this mission;

The smuggler had his ship stolen by the Villain then wrecked, he wants to get revenge by stealing the Villains ship.

The Padawan is there to avenge his Master who was murdered by the Villain, will he be able to control his rage or slip to the darkside?

The Tech had one of his Droid designs stolen by the Corporation the villain works for and is looking to acquire evidence that will prove his claim...

etc...give them solid reasons for why they are there.

Also put in additional NPC's, one for each player, that they have a tie to/knowledge of...

The Gangster the Smuggler owes money to, the Child of the techie, the former friend of the Padawan etc...

39 minutes ago, VikingWolf said:

The players have already made their own characters, with obligations that I can tie into the NPCs in the story

Ok, it sounds like your general approach is good; I'm afraid I'm not sure exactly what you're concerned about. Do you mean more specifics on how their obligations tie into the story? If so, GandofGand has given some good ideas. If not, could you please clarify?

1 hour ago, GandofGand said:

Use pre-gens, write in some short background info as to why they are going on this mission;

The smuggler had his ship stolen by the Villain then wrecked, he wants to get revenge by stealing the Villains ship.

The Padawan is there to avenge his Master who was murdered by the Villain, will he be able to control his rage or slip to the darkside?

The Tech had one of his Droid designs stolen by the Corporation the villain works for and is looking to acquire evidence that will prove his claim...

etc...give them solid reasons for why they are there.

Also put in additional NPC's, one for each player, that they have a tie to/knowledge of...

The Gangster the Smuggler owes money to, the Child of the techie, the former friend of the Padawan etc...

Thank you, that tied with Vorzakk's response has helped a great deal (I think I was worrying a bit too much as its the first EotE one I am GMing). Hadn't actually thought of NPCs that the PCs know!

35 minutes ago, Vorzakk said:

Ok, it sounds like your general approach is good; I'm afraid I'm not sure exactly what you're concerned about. Do you mean more specifics on how their obligations tie into the story? If so, GandofGand has given some good ideas. If not, could you please clarify?

Thanks for the reply, and yeah I was still unsure on how to tie their obligations into the story.

...then, if you really want to twist things up, drop in the starving orphans that steal their wallets so they can by food for themselves and their friends...moral dilemmas HO!

8D

1 hour ago, GandofGand said:

...then, if you really want to twist things up, drop in the starving orphans that steal their wallets so they can by food for themselves and their friends...moral dilemmas HO!

8D

They hate orphans xD

All the more fun!

3 hours ago, GandofGand said:

All the more fun!

Do you think crashing a star destroyer into either a orphanage or a hospital a good enough climax to keep them inerested? :P

10 hours ago, VikingWolf said:

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 role-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?

They are looking forward to Star Wars, so give them Star Wars. Familiar races, familiar ships, familiar weapons, familiar bad guys, etc... Don't get so cute on some unique race you found in one of the supplemental books. Don't get lost into some weird armor or weapon. As fans of Star Wars, they'll be wanting to experience what they know. In a way, you're pulling an Episode VII in that they may get a rehash of the classics: a Wookie, Hutt, Jawa, Rodian, Stormtroopers, Bounty Hunters, the Force, a mystical old man, and some Rebels. Most experienced SW FFG players tire beginning on Tattooine with Hutt ties to it all (all too easy), but it can work here. Some GM's, in an effort to vary the game, start on strange new worlds, and such. However, in the end, after the game is over, they will want to look back and say they played Star Wars. I think that interacting with familiar things will help them invest in the story.

Mechanically, using the Destiny Points to change story narrative will be fun for them. In D&D, if you forgot to buy some torches, then tough luck! In FFG, you flip a DP to have remembered such a thing. As GM, if you accidently left out a detail, flip a point and put the detail back in. That will impress upon them the difference between d20 and narrative play.

13 hours ago, VikingWolf said:

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?

I generally start "local", having a first mission that involves some people they will definitely meet again with whom there is a mutually beneficial relationship. This gives them someone to care about. Then just slowly add layers. I find this far more useful than some vague "Obligation" to someone in the past. Unless/until you actually have a story involving those Obligations, the interest in them tends to fade, and the players will be far more interested in what is happening for the latest adventure.

7 hours ago, DurosSpacer said:

Mechanically, using the Destiny Points to change story narrative will be fun for them. In D&D, if you forgot to buy some torches, then tough luck! In FFG, you flip a DP to have remembered such a thing. As GM, if you accidently left out a detail, flip a point and put the detail back in. That will impress upon them the difference between d20 and narrative play.

So if the players are not using their light side points would you recommend me flipping some them over so I can use them for narrative game play, to keep things interesting?

5 hours ago, whafrog said:

I generally start "local", having a first mission that involves some people they will definitely meet again with whom there is a mutually beneficial relationship. This gives them someone to care about. Then just slowly add layers. I find this far more useful than some vague "Obligation" to someone in the past. Unless/until you actually have a story involving those Obligations, the interest in them tends to fade, and the players will be far more interested in what is happening for the latest adventure.

I'll note that down, to begin with I'll have the obligations be a sub-part of the plot, but focus on characters they'll care about.

Thanks guys

9 hours ago, DurosSpacer said:

They are looking forward to Star Wars, so give them Star Wars.

This. Especially in the case of an introductory, one-shot session. Chargen as opposed to pregen was also a good call, in my opinion, to give the players a vested interest in their own creation; investment (again, particularly in a one-off) can be difficult, so just try to keep it fun. I don't think I would bring obligation to bear, much, other than to tie players to the adventure. Should the campaign continue into future sessions, obligation can play more of a role, and characters can be modified, if desired.

1 hour ago, Edgehawk said:

This. Especially in the case of an introductory, one-shot session. Chargen as opposed to pregen was also a good call, in my opinion, to give the players a vested interest in their own creation; investment (again, particularly in a one-off) can be difficult, so just try to keep it fun. I don't think I would bring obligation to bear, much, other than to tie players to the adventure. Should the campaign continue into future sessions, obligation can play more of a role, and characters can be modified, if desired.

Okay, good information. I've just used their obligations to tie into the reason they are starting where they are.

Thanks again guys!

5 hours ago, VikingWolf said:

So if the players are not using their light side points would you recommend me flipping some them over so I can use them for narrative game play, to keep things interesting?

No. Nothing to do with the PC's not using the points. It is to demonstrate that DP's can be used for something MORE than a bonus on a skill check or a roll to hit. d20 dice mechanics versus FFG styles. Every GM forgets something along the way, whether it was a clue or something an NPC was supposed to say or do. You can flip a DP to retroactively insert that event into the game. Likewise, a PC can flip a DP to "remember" to have brought a Glowrod with them. Being used to d20 systems, rolls are pass/fail, do or do not. In FFG, a failed roll (no successes) just might mean that it takes you a very long time to do it (unlock a door, gather info, etc...). In short, FFG has Destiny Points to 'edit' the story-telling, change past actions, AND to enhance dice rolling.

11 minutes ago, DurosSpacer said:

No. Nothing to do with the PC's not using the points. It is to demonstrate that DP's can be used for something MORE than a bonus on a skill check or a roll to hit. d20 dice mechanics versus FFG styles. Every GM forgets something along the way, whether it was a clue or something an NPC was supposed to say or do. You can flip a DP to retroactively insert that event into the game. Likewise, a PC can flip a DP to "remember" to have brought a Glowrod with them. Being used to d20 systems, rolls are pass/fail, do or do not. In FFG, a failed roll (no successes) just might mean that it takes you a very long time to do it (unlock a door, gather info, etc...). In short, FFG has Destiny Points to 'edit' the story-telling, change past actions, AND to enhance dice rolling.

Thanks for clearing that up

13 hours ago, VikingWolf said:

So if the players are not using their light side points would you recommend me flipping some them over so I can use them for narrative game play, to keep things interesting?

The game is designed to encourage a fairly constant ebb and flow of DP uses. Clever players who cut their RPG teeth on more antagonistic games like D&D will see this as an opportunity to lock out the GM by simply not using their own. New players (and GMs) often overestimate the amount of impact an upgrade can have, and if they are cautious players they will likely feel that no chance of Triumph is worth the chance of Despair. So as the GM you first need to demonstrate that the impact of Despair isn't horrific...just an additional challenge the PCs need to face; while at the same time encouraging them to use the points and not lock you out.

When we started 3 years ago with the players in my current group, they tried that at first and I just told them if the pool sits that way for too long, I would simply flip them all over again and keep going. After they realized I wasn't going to maim and kill them every time a Despair was rolled, they relaxed...now it's just par for the course.

18 hours ago, VikingWolf said:

So if the players are not using their light side points would you recommend me flipping some them over so I can use them for narrative game play, to keep things interesting?

I'll note that down, to begin with I'll have the obligations be a sub-part of the plot, but focus on characters they'll care about.

Thanks guys

Aye, a strong core cast of NPC's is vital to any truly remembered campaign. Intially the campaign I was in only started with only two core NPC's, a guy called Richard in a bar that acted as a information broker, and Lando Calrissian before his post in Cloud city, a charming yet mysterious stranger who aimed to break into the goveners vault. This created a pair of NPC's that the party would meet again over the years; we watched Lando turning from a partner in crime, to a man who made it big (and ironically, a target for us. XD) toback to rags discovering what made him so sharp.