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2

Since the players are primarily focused on each other and their new romance, allowing the romance into the quest allows the romance to enrich the game play instead of distract from it. So instead of watching them ignore the world around them You can draw their intense emotions for each other into their characters making the game richer, and having ingame ...


4

I'm an introvert, but not shy by any means. My struggles in RPGing is when I DO want to say something, and I can't get a word in because the other players forget I'm there, or are just being their boisterous selves. Both of the guys who GM our games have noticed this. GM 1 is less diplomatic about it - and sometimes I'm bothered by how he deals with it. If ...


6

Even aside from the detail that they're making out, your question mentions that they're distracted from the game sufficiently that the GM is having to repeat things for them and that the rest of the group is having to wait for them to catch up and get with the program. This is an issue regardless of whether it arises from them making out, getting lost in ...


16

Before giving ultimatums to anyone, try a little gentle prodding. Depending on your age and social norms, that could be as simple as snickering and saying “Get a room, you two!” when they start up, or you could ask them politely to refrain, or even just say that it makes you feel uncomfortable. That may solve the problem completely and immediately, or it may ...


0

Get him to try and incorporate that into the character's personality. The first game I played, I had a character that was highly paranoid due to him secretly being a political refugee. He had a fake name and didn't talk a lot because he was afraid that people would ask too many questions about his origins. I also set his alignment to true neutral so he ...


41

Someone has to take the player who invited his girlfriend aside and talk to him one-on-one. (I'll address that to "you", for the moment, since I hope you'll get your GM to read this.) Make it clear that it was OK to bring her, but not OK to turn game sessions into makeout sessions. Then lay down the unfortunate reality of the situation: if they can't cut it ...


23

I'm this kind of person quite often - A quiet, inexperienced RPer, who is happy to sit back and let the other players/characters 'drive the game' as you put it, while still interacting with NPCs and engaging with the story when necessary. I believe I have just as much fun as everybody else at the table, in any case I have as much fun as I'd like to. I was a ...


15

A friend of mine is the epitome of silence. It's absolutely normal for him to speak about 5 sentences in a whole evening. Wasting three perfect sentences on greetings, ordering pizza and goodbye; you barely notice him being around, if not for a very small group. Yet he's always around and seems to enjoy the company. For him roleplaying seems to be a lot more ...


38

You've already covered it, let him contribute the level he wants to, even if that's less than other players. Different players want different things out of a game. Don't drive your player away by forcing him to RP if he isn't up for it in every scene. I myself love to roleplay, but this is not a constant from session to session and my energy and emotional ...


2

I've upvoted several of the good answers here already, just want to add something from my own experience. During one adventure in my current campaign, my players took an action that seemed to me to be the height of foolishness. I confirmed with them, "you say you want to go in the tomb? Now? You're sure? Okay...". They had a higher level party of evil ...


1

I would be thinking hard about how this treachery could be revealed IC so that your players have as much information about the possible outcomes of their decisions before they make them. That way they also have the opportunity to outwit the kobolds too if they play smart, which gives them as much agency as possible. One thing that might happen on arriving ...


0

Well, that's a tricky situation. Fortunately, this can be solved by sprinkling some NPC action, before they go to the duke. You said that your campaign is a Sandbox. That's really good, because that enables you to just plant side quests anywhere, anytime. Quests that give, in fact, what your players need: fun moments. Before they get to the duke, assault ...


1

While playing a game scene, with players actually in character, you can suggest some intelligence rolls or skill rolls that let the character perceive a possible fraud or unexpected outcome if they proceed blindly in that direction. You can also avoid the roll and just give in the information as coming from the character skills without involving random ...


18

For me this is largely about expectations, signposting and player agency. The first point is expectations. How much was the tone of the campaign discussed before you started? Did you make sure the players were aware you were going for a world where their actions can have negative consequences and that you would follow through on these? This might sound ...


2

I agree with @Nagora, but some ideas to tell them about this "in-game" if you feel it necessary: While they still have a chance to get out of it relatively unharmed, maybe drop more warnings. Have them meet a human slave or something on their way to the duke that tells them to trust no one or something along these lines. After they have been burned, have ...


7

My advice would be not to rub their noses in it unless they express displeasure at you rather than themselves. If the gnome's been in disguise for weeks then they surely know that they're in a "situation" of some sort. If they're happy and you start getting defensive then you're probably going to spoil things to some degree. If they're unhappy and you start ...


0

I think you've already answered your own question. You say the Dragon has already been acting as a supporting face, so there's no reason to assume he can't/won't continue to do so. He wouldn't have been doing it if he didn't mind.



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