@@Madhattersinjeans don’t do the classic: I have no family so you can’t use them against me. The DM will find things to use against you, so create those family and friends you care about so it’s more dramatic and fun/frustrating? when it happens
Actually... shoot, I guess I'm having a 'well, actually' moment, but actually, John Wick isn't a murderhobo. First, unlike a murderhobo, he lets NPCs that aren't hostile to him talk to him, he has conversations with other characters that are not his enemies, and if they continue to not be his enemies, he doesn't kill them. Second, he was previously a paid assassin, meaning he only killed people when requested and paid for by a client. Third, when he kills in the movies, it is for revenge, it has a purpose. He only kills people who work for the guy he is after, or later, the guys who are after him. He doesn't kill innocent people. Murderhobos often kill NPCs for no particular in-universe reason. They aren't paid to kill most, if not all, of the NPCs they kill, they aren't doing it to achieve some larger or long term goal, they just do it because they can, and their player is bored. Also, murderhobos don't have homes, they just move from town to town staying at inns, whereas John Wick has (or had?) a house, a permanent residence, that he continued to use, even after the first movie.
@@Tiyev Hes a mass murdering hobo. Not killing literally everybody he meets does not change the fact that hes still a murder hobo. Your attempt to justify his mass murders is really pathetic. Murder hobos can have homes and a permanent residence why you think they dont is nonsense. Again you don't know what you are talking about. His reasons for killing are irreverent. Hes still a mass murderer who loves killing. The John Wick movie are about enjoying murder porn it's why I have watched it so many times, but don't try to pretend it anything other then what it is.
It's easy to "motivate [a player] to action", here's an ork, he says "grrrr", done, I've motivated every single player character into action. ...and they will never, ever know why that ork was so far from home.
"it is said, if it were to cut, he would lose his powers. For his hair was blessed by mat mercer, and mat mercer was blessed by colville, together they are legion"
A good tool for this is the clock, from Apocalypse World. It’s a list of six increasingly dire things that will happen, in order, if the players do not intervene. The first few items are warnings, the next few are issues in their own right, and the last few destroy things the players care about. When the story stalls or the players fail, the clock advances.
I really like this. I've used something similar from the 3.5e sourcebook Elder Evils, which presents several apocalypse scenarios, and each one has that series of things that portend its coming, starting off relatively minor and then six months later anyone in the entire world who dies rises as a zombie.
@@maratsverdlov3974 I'm running a campaign on the edge of multiple possible apocolypses and have been looking for something like this. Just a quick look through has given me tons of ideas so thanks for passing on the good books!
DM: "Thanks for that deep character backstory you came up with. I'll be sure to tie it into the world so you encounter interesting things you apparently care about!" Characters, upon seeing plot bait pulled directly from their backstories: "Nah, I'd rather not."
I've had the opposite problem. I give all sorts of hooks to be tied to the world, I flat out tell the DM "this is how my character can get involved", and the plot hooks run AWAY from my character! I've had my characters do almost everything they could TO GET INVOLVED and they just zip away from me like I stink! What the fuck! DMs all the time complain about characters not getting involved and being aloof, but if a player is taking initiative and trying to do everything they can to get involved, REWARD THEM!
@@Terestrasz That sounds really frustrating. One of my players is very much this type, and I appreciate the heck out of it as a first-time DM, even 30 sessions in. It's actually difficult to balance all they want to do while trying to creatively engage other players, but if I'm struggling for content I can always refer to their character development wish list. If only they weren't looking for opportunities to become evil...
@@LGreenGriffin It is. :/ one time I took part in a plot where the palyerbase was divided and I was the only one who didn't give up in trying to get involved after spending a whole week running around without GM interaction. The other half of the playerbase gave up because of that. No wonder the weren't on for when the phase was going to focus on their side!
I really like using old characters from my players in previous campaigns and using them as ways to get my players invested in lore. Matt does this in his campaign too. People like to know what happened to their characters after they left them
Used this strategy to start a full blown war when the old party didn't realise they were being misled by a spymaster. Fun times. When the party realised that they were responsible for starting a continent scale war the looks were priceless.
"People like to know what happened to their characters after they left them" Correction, SOMETIMES the players like to know what happened to them. For some reason they get upset when their characters corpses are used as avatars of evil entities. :-S Weird I know... xDDD
@@russellstephens3580 so far, I’ve turned two past PCs into vampires. They both belonged to the same player. In fact, the two vampires are currently at war with each other on opposite sides of a schism in an evil cult.
The best Idea I've seen is using a situation the players have played in before with their old characters and having their new characters witness it and actively help the old party. I think Matt talked a little about this before but I forget what video it was. It's such a cool idea but it's very hard to pull off. It's not necessarily time travel but it's kind of in the same ballpark.
I have several categories of lore: 1. Solutions: Lore the players need in order to progress. This is knowledge, an item, an NPC, etc that will get the players through some problem and I'll build the adventure around it. 2. Interests: Lore the players can learn and engage with if interested, but I won't push it on them. I write it because I know I have players who eat this stuff up, but others don't care. 3. Foundations: Lore that I establish secretly, if only to create a consistent world. Even if players never learn about it, this is important for the way it shapes everything else.
@@JakeLucGoodman The practical ones I got the most from have been Action Orientated Monsters, Skill Challenges, One-on-One D&D, Vecna & Epic Bad Guys, and The Sociology of D&D
EDIT: This comment was originally a compliment about his appearance but he really dislikes when people focus on that so instead I'm editing it to be something more relevant. I really love when GMs are able to find ways to motivate players using the characters' backstories, but as a GM, I *love* it when my players take it upon themselves to try and find reasons why their characters would care about something new instead of just "I wrote down that I care about my family and the forest when I first made my character, why should I care about anything else?"
@@BlueFlash215 I forget the exact reasoning, but I remember I watched a stream one time where he was talking about it. If I recall correctly he feels that in the D&D community or UA-cam / Twitch in general, there's too large of a focus on people's appearance rather than their content. Especially when it comes to women, and it can be kinda demeaning at times. He's sort of just opted to avoid talking about appearance all together because of it. Edit: Oops. I kinda misunderstood your comment, so this isn't really relevant.
Here’s an idea: someone make a playlist of running the game videos in “new DM” order. This video for instance is last chronologically but should be early for new DMs. Now I’m realizing that I should do this...
After multiple repetitions of "chasing the heroes up a tree", my mind flashed to "Fifteen birds In five fir trees Their feathers were fanned By a fiery breeze" 🤣
Thank you so much for these videos! I'm running Phandelver and I'm brand new at D&D and being DM. I used some of your advice and instead of having them come back to turn in their quest and get the reward, they found the quest giver had been beaten unconscious and left to die in his burning house. They had to save him from the house and put out the fire that was spreading to the orchard, and heal the NPC. When they found out what happened to him and also that their reward was stolen, they were super motivated to go fuck up the redbrand ruffians. The module has the redbrands pick a fight with the party in the town, and there wasn't really any reason for it. So that made it a lot more fun for them to act on behalf of an NPC and save the day. They also had to be careful in the tavern and not hurt regular villagers or cause property damage, so they had to use a little more tactics than usual, and roleplay calming down the barkeep and Townmaster after they murdered 7 of the ruffians in it. I got a lot more "that was really fun!" Comments after the session instead of just "thanks for running the session" so that was really satisfying.
The fact that Bilbo was willing to agree to go on an adventure despite his Hobbity nature is not a story flaw by Tolkien. It's made very clear that Bilbo (and later Frodo) are a bit different temperamentally than other Hobbits and have more of an adventurous and romantic heart. There's a reason they were chosen.
This is the exact advice I just gave to a friend of mine that is being a DM this week for the first time and I told her if the PC's don't want to engage in your adventure, MAKE the want it. I love your content and hope your all doing well. Stay safe!
You really make it look so easy to understand. This is the most intelligent way of looking into the engagement problem; such an inspiration. Thank you: you made my day! ^_^
I think that when dms/gms say "I wish my players were more engaging" they mean "I wish my players engaged with the plot instead of trying to meme and goof around for giggles"
@@Vedexent_ I don't think that's true. I actually think not engaging with the "plot" is precisely the point of the video. Is the plot doesn't have any ticking clocks or immediate threats.... What's the point for the players? If they don't do anything and there's no consequences... Well you're not doing a good job of chasing them up a tree. Dnd with a "plot" doesn't mean anything when there's no consequences for "fooling around" or not being serious. That's the point of the video right?
Plot is just code for world and lore which is exactly what this video is about. If they're giggling, goofing around and having fun... What's the problem?
@@kevinz8554 But there's still the matter of whether the players only want to goof around while the DM wants to be serious. If the DM confronts and punishes the players in-game for goofing around, that can have drastic results. Session Zero is your friend.
Huh, this is something I feel I needed to hear. A lot of games I try to run feel weird for me because I put the priority in the wrong place. I want players to engage with the world properly, but in doing so I feel as though I work less with their characters and their story as I unfortunately make it my story with guests, not their story of whether or not they ever engage with the lore I have. I need to really sit myself down and work on these things for whenever I run a new one for sure
I think it's also a two way street. You are all playing together, and your players should be cool with engaging with the game they've agreed to play with you as much as you engage with their characters.
Do it, it's soooo wotrh it. Started out like you, seven years agor (and had a really murder Hobo-y group for a long time). Nothing compares to that sweet sweet feel, if they start to ask Questions for themselves about your lore, because they need it. One time they were just chasing some plot item in a big city and learned, that it was in the hands of a noble family they couldn't reach on their own. They had to find an ally. At first they worked with another family and were like "Who cares about that city, as long as we get our Item." But then a third familiy appoached them and told them "Your allies are like... the worst. They are gonna betray you. Works for us instead." And my Murderhobos were like "Why? Di you give us a betetr deal." And the third family was like "Nope. We will pay you muuuuch less. This is how you know, we won't betray you. If we did, we'd offer you the wildest things." And suddenly all my "I just want that big sword" and "can I loot it?" boys were like scheming, planing, and overthinking their choices. They couldn't just compare numbers, they really had to overthink it and take my world serious to win. I really loved that.
Loving this, Matt you always seem to release a video that speaks exactly to the issues I have with the games I run. I run two campaigns for the last three years, and I didn't even know how to play until I found your first running the game video. Thanks for the lessons and help all these years.
"i was going to make a video about different kinds of players and how to engage your players, but it started to get long. so you're going to get 2 videos; different kinds of players, and engaging your players" stoked to finally see part 2.
Great video, Matt. I think my proudest DM moments have been when my players have used my world's logic to solve problems without prompting and, in one case, theorised something entirely seperate to the plot using the world's logic....something irrelevant but also correct! I've started trying to teach the logic in small pieces until it's absorbed as a part of an adventure solution until it's assimilated (like a video game tutorial so they learn it bit by bit) which has led to larger eureka moments. Big thing for me is not overloading new players with learning the system and the world at the same time. Let them learn the D&D 'physics' of the world and then slowly introduce them to my own idiosyncrasies. Mainly I've found it important to map out my own logic so, like a 'hard' magic system, it's something that they can bank on working and they can work out why things don't work if they make a mistake. Mostly I loved the opening thesis statement. I world bit for my own benefit, it lets me be more reactive to the players doing weird stuff because I understand my world. I also really enjoy it but that's why I DM a lot more than I play.
15:55 - 16:30 - 100% that is the heart of DMing! just watching them noodle-out problems at the table, feeling the world rendering in real time inside our head as they spit-ball ideas that would turn NPC plans into chaos-- realizing whatever they do will turn the rest of the session into complete fast-improv.... There is no entertainment that can even compare.
This series of videos is great! I am starting to take worldbuilding and overarching plot lines more serious in my campaign and your videos are extremely helpfull! Thank you for taking the time to produce these videos.
Outstanding advice Matthew! We appreciate hearing from people who are great at what they do, love doing it, and love sharing what they know! You are a river to your people!
As soon as I made my players proper parts of the lore (i.e., part of the political and religious interests of the world), they became interested. In my longest campaign- 5 years and 2 mini-adventures- our Cleric and our Fighter were tied already to the religions and politics of the world: the Fighter earned his training (level 3 start) in the war the nation was involved in, and the cleric, obviously, was on a pilgrimage because her mother-supierior told her she was too vain and selfish and needed to find her own purpose for the goddess they served. Easy to continue weaving them in. But as soon as our Barbarian decided to marry the Banshee that their first adventure came with, and inadvertently got himself a Lich Wife, this unlocked something for the Cleric: the knowledge that the church is on a crusade against all undead and any Necromancers. All of the party rolled, and they all made the their History rolls-- this is a well known FACT of the nation....and now their Barbarian is married to a Lich who is quite taken with him because the Barbarian gave her what she wanted-- a wedding. And the party actually likes the Lich because she's funny, witty, engaging (I had fun Roleplaying her). And she was the Barbarian's Follower. So, the party now has an active reason to care about the world. They want to protect their new friend who, quite literally, is public enemy #1
I wouldn't 100% recommend this but last session my DM allowed me to earn a castle as a base through a quest which worked for my exiled noble back story, and because of that I have a reason to care about the world. I have to engaged diplomatically with the rest of the surrounding area and later on with the whole world. I have never been more invested in a character
Matt, I can't begin to tell you how useful this was to me, even at the 2 minute mark. The rest just reinforced it all. Enough with me forcing lore on my nerds, I'll just give them what they want. Except when they need to care about something in my world. Brilliant, sir.
I'm so glad I got on the Patreon so I could get this script early. I read the script on Saturday in preparation for Saturday night's game and the part about forcing characters to solve a problem without their character sheet was HUGE for me this weekend. I forced the party to split by having a large enemy retreat while the dying body of one of the players was in its grasp, which made the players abandon their abilities in favor of figuring out who had a potion and how they could get it to the dying character. Later in the session, I had a different player have an encounter with an archfey through a book and we had ZERO rolls in the entire 30 minute encounter. There was nothing the character could have done to change the course of events and they just had a conversation. This allowed me to tease several important pieces of lore without boring the players (even the ones who were passive observers at this point). I gave them just enough information to pique their interest, so hopefully that means they'll want to engage with that later in the campaign. As always, great content timed perfectly to aid my game. Keep up the great work!
Returning to this video after running a megadungeon for the past few years. Matt is right. If you want players to engage, you have to back them into a corner and use the setting as the key to success. I ran an old school megadungeon with Dark Souls aesthetics. It wasn't difficult like Dark Souls, but the idea of Dark Souls lethality made players disengage because they could die and lose their character at any time. I didn't want to make a 100% dark souls clone, so I didn't include bonfires and resurrection. Finally, I gave up and said, "fine. A necromantic artifact curses you with undeath. The more you die and reanimate, the more you go hollow. You lose memories and levels. No spell in the players handbook can cure it." "That's evil, ithirial! Losing levels is insane! Now we have to figure out how to rid ourselves of this curse!" Joke's on them. They would never lose levels if they died. I was bluffing! They paid attention to the lore more because any plot thread could lead to a coupon they can turn in for the cure. And they took combat seriously because they thought there were mechanical consequences. I guess losing levels is worse than making a new character?? I don't get it, but it worked! They care about so many NPCs now, and even their characters. One player is cosplaying as their character in Elden Ring now!
Freaking genius. Exactly what I needed at the stage I'm at in DMing. Matthew, thank you for inspiring me to start this. I'm having fun so far, and so are my players. What a practical perspective.
Matt, you are the philosopher of our game. I follow a lot of channels, but only you bring this level of intellectual honesty and depth to this topic. When all of your livestreams are long forgotten, your philosophy of the game will continue to live and be debated.
There is a type of genius that you think if I only thought of that first I could of done that the other you just step back and realize you couldn't of done that in a million years. I think Matt Colville falls into category A and Mercer into category B. Just personally I will never be good at voice acting as Matt Mercer but with practice I can make use of Colville's methods.
@@michaelduke9057 Well I meant in the fact that Mercer is all over the community (considering you can’t breath without hearing his name) but Colville I feel is not as well known but has some REALLY unique and cool stuff
I clicked on this video just because it's a Matt Colville video. I had no expectation that it would be so relevant to something that I'm working on now, but lo and behold it was. Thank you for clearing my brain clog.
Yeahhh.... hey, Matt. I used this advice in my campaign. This advice needs to come with a giant asterisk: if your player is already a toxic wasteland and you use this advice to try to get them to engage, there is a chance they have pathological demand avoidance and will Go. Nuclear. 3 years that campaign ran. Up in smoke. Not blaming Matt - all advice comes with with the asterisk "use your best judgement". Just wanted to provide a cautionary tale to anyone reading the comments.
The only time I ever took away a character's powers I expressly told them at the beggining that it was temporary and I think it worked well as it wasnt for very long either.
i have to say thank you sooooooo much for introducing me to Against the cult of the reptial god in one of your other episodes! i ran it for my players had was thinking "How do i get them to Careabout this village" and eventually went with the local Baron has highered then as investigators to see why he's not been receiveing his taxes. Your videos have helped me so much with being a better DM and my players have been enjoying our games more, so thank you so, so much!
Man, I don't think I've ever BOOKMARKED a "tips" video, just to replay it and reference it later. You are a true master, in both what you do and how you present it. Kudos!
As it has so happened throughout my entire journey as a DM, Matt, you've released the perfect video at the perfect time with the perfect advice I needed most. Just last night I was running my homebrewed Frostmaiden adventure and I was struggling because my players didn't seem to care about the settlements of "Ten-Towns," concerning an event that may involve their destruction. But now I have ideas to MAKE them care. Once again, you've given me a new perspective and new ideas to solve the problems I face as a DM. Once again, you've helped make me a better DM and storyteller. Thank you.
The timing of this couldn't be more perfect!! I am a relatively new DM who just started a brand new campaign with players who didn't seem to care about my plot hook and I had to pull out some Deus Ex Machina junk out of my sleeve and actually have an NPC say "What can I give you to go on this mission to kill the Goblin leader?". It really helped put things in perspective and not just assume they'll take the bait of "saving the princess" or "huge cash reward!!"
I find the easiest way to engage the players is to make the world about them and their characters. all of my encounters/adventures/places/world building is focused around the player characters and their backgrounds/desires/flaws. now they have no choice but to be engaged.
In the module series (we're playtesting now for publication) I gave each one of my mewbie players a brief backstory. 1 player had her father kidnapped by a priest of Shar. She's been looking for him for 2 yrs now. Another's cousin never came back from a hidden valley. He's going after him. 2 other players don't know it yet but they're stepbrother & stepsister. They've all been commissioned by the priesthood of Oghma to go up to this lost valley & investigate why 3 other adventuring parties, (only 3 out of 17 made it back) keep going up there and dying! I gave them all "common purpose". Thus that common purposes exposes the lore of my Forgotten Realms. Well done Matt! Hope to talk to you someday.
christ I watched this when it came out, and now it's 3 years later and I'm getting more out of it than the first time, Matt you're the goat of gm advice and I will never stop learning from this series
I was on the exercise bike warming up and I read the UA-cam vid as “ENDING Your Players.” And let out an audible “Hells Yeah !” I thought we were about to get a Batman’s contingency plans to Kill off the Justice League type of video.
i love how this addresses the RELUCTANT HERO aspect of a "trigger word" of the current D&D community: *railroading.* There is a balance to World building, illustration, and chasing the players up trees, as you say. On a more involved note- Even I love to hawk the driving force of my methodology in that I tell my players frankly that I am *always* out to kill their characters. This is mostly a farce, but I use it to the effect that they know that this is about decision-making, teamwork, and challenge. The action can be injected by myself, and I always invite them to bring it as well an share it with the table in-game. Thanks for being so GREAT, Matthew Coleville.
In my experience players want to be part of the world the trick is to not overwhelm them with to much information but to keep it simple and give them things that reinforce there characters fantasy or things that excite them.
I've definitely played with DMs that were so obsessed with how interesting and intricate their world was, and so mad that we didn't just WANT to learn everything there was to know about it, but created the world absent of our characters mattering or being necessary to it. If you don't know what motivates your players characters, or what they care about, it's a huge ask to just say "play through this world of cool stuff I made". Don't forget you're asking these people to "roleplay", and good Roleplaying is knowing when and where your character would engage with what's happening.
I've been watching "Running the Game" since before I started running the game, and I had such an enjoyable feeling watching this of "I already know this, I'm already doing this." It's not that this episode was not helpful, but that I've been practicing the craft long enough to start drawing many of my own conclusions of what works and what doesn't. This feeling was so much one of validation. I had a similar feeling a few weeks ago as well. I've been running D&D for a few years and felt so self-conscious about my abilities for so long. Over the holidays, one of my players had their child on our D&D day, when they usually wouldn't. We invited her to play with us, and I built a short sidequest that I thought we could start and complete all in one session. I warned my party in advance "Sorry, this might be the most railroady session I've ever run, but I don't want us to run out of time." ...As soon as we introduced the daughter's character she started just dumping piles and piles of backstory. Most of it had nothing to do with the campaign as it had been going, but none of it was out of the realm of possibility. It actually had some themes that tied to other players' backstories. Her dad tried to interject to get her to dial it back and keep the session on the rails, but I stopped him and told her it was all canon by just playing off of it. I threw all my session's planning out the window and started from scratch. I knew I could work with it. I had no battlemaps (playing online), no NPCs, no monsters, no encounters, no magic items... but I wanted this girl's first experience with D&D to feel like she just spoke the world into existence. It took me a little longer, but I made NPCs on the fly, and made up quirks and voices so they'd be memorable. I threw battle maps together and designed an encounter and some lore while the players roleplayed (of course, uncovering more new lore to throw some of my plans out the window and give me a good line on creating another). In the end, we had a session that fits into the campaign with lasting concequences, engaged all the players and their characters, focused on this new player, engaged her, and gave her the experience of helping to create this fictional world, and left me with the greatest sense of accomplishment I've ever felt in D&D. It was an intense night, and I was so exhausted after. But in the instant that I had to decide between forcing the story onto the rails, or rebuilding something magical from the ground up.... I knew there was no question. I knew I could handle it and it was the only choice. That feeling of confidence in my abilities as a DM is one of the best feelings I've ever felt.
Strong motivation for characters walks a very very VERY fine line between railroading your players and a sandbox. I know the first time I tried to run a campaign, my players effectively wanted to be railroaded and saw D&D as more of a board game to play for the sake of playing instead of being characters in a story, which forced me to railroad them along the storyline to get them involved. Granted I was a new DM and was happy to go along with my story, but I wasn't getting the kind of excitement I was hoping for. Seeing videos and tips like this though have been really helpful for the second run through of that same campaign with a new group, where now my players are engaged in the story and want to interact with things to see what will happen. Nothing against the first group of players ,they were really fun to play with. But a really good and enjoyable D&D game will have that motivation for your players without necessarily forcing them to act exactly how you want them to. This has been my D&D TED talk, thank u for listening
This is great! I'm actually having fun with worldbuilding right now, because I've made it somewhat cooperative with one of my players. The party is in a place his character frequented a lot in backstory, so we've chatted and laid out NPCs and places for him to be able to show off and go to, and as he catches up with people they can tell him about the world and what he's missed, so I can sprinkle in my favorite lore without needing to do too much chasing up trees 😄
So much of your content will have a teacher (or at least one who is thoughtful about their craft!) nodding their head the whole way through. Source: I teach elementary music 🤗
This is one of my favorite videos so far. Sometimes I strugle with making so much lore I create being relevant to my players, they like it, but most of the times the characters have no reason to get involved with, and without thinking about it sometimes they reaaalllly get into some lore stuff and I didn't understand how that was happening, and now this makes sense, now that I think about it, some things I used in adventures is what brings the characters to not only learn about some lore but also get interested in what is is related too or what this can mean in the big panel of my world, so yeah THANK YOU Matth, now I can create more things in my game having this link of Adventure and Lore in my mind!
Best video I’ve seen yet on this topic! I stumbled upon this technique several years ago after running a campaign that I could not seem to get my players to care about at all! This approach has made me a much better DM all around. Now, I take this a little further in that my session zero is just working with the players to develop robust backstories and goals that I build my adventures and lore completely around. I threaten everything that they care about often and it works!
This is an amazing video. But it does bring up some thoughts in my mind. I like the concept of chasing the players up a tree and forcing them to care about the world and to act. Its also good in general when you have players that say they want an open world where they direct what happens, but then just... don't. Players say they want open and free range to go wherever they want and do whatever they want but rarely actually are willing to put in the effort to do so. Chasing them up a tree is a good way to make them start making decisions. But you have to be very careful about how you go about do this. Because if you're not, it will come across as railroading them into going where you want them to. Players in my experience are very fickle. Many say they don't want to be railroaded and just want hooks thrown at them to go where they choose to do so, but then just never actually make a decision about where to go and the game stalls. Or they want a completely open world and want to direct the game where they want to go, but then just don't take the reigns and drive. Its a fine line between chasing them up a tree, and them knowing that you have chased them up a tree. Players want agency which I completely agree is extremely important to any game, but also don't want to make decisions for fear of making the wrong decision. It takes time to learn how to chase players up a tree, and get them to think that they are the ones that chose to climb it in the first place.
This might be oversimplifying it a bit: To me it feels like "chasing up a tree" happens to characters, while "railroading" happens to players. There is usually (or should be) some pre-game discussion about the adventure coming up. Sometimes called "session zero". This way the players (people at the table) already want to do it and it's down to hooking their characters (who only exist in the game world) into the events. So, using Matt's example of "Against the Cult of the Reptile God" the players go in knowing they will at some point end up "Against the Cult of the Reptile God". How, where, and when they get wrapped up in that is where their agency comes in but there has to be an agreement/understanding between the players and DM that a conflict "Against the Cult of the Reptile God" is the point of this adventure. Players who aren't interested in that will have had the opportunity to say as much in the pre-game discussion and elect to take part or not. - or suggest/request an alternative.
That's the comment I was looking for. Player agency is a critical part of the game, as Matt himself says in another video. I usually divide games between sandboxes and slides, and tell my players in which category we start the game. On a "slide" they expect to be reactive, as in the action movies. In a sandbox, I expect them to push the game forward (see Matt's video on West marches for that style of play)
Every time I watch a Matt Colville video, I'm infused with inspiration to game, and to game better. The best GMing advice anywhere, hands down. The man is truly gifted. Thanks, Matt!
Thank you so much, Matt. This helps me figure out the rest of my current adventure. The players need some more pressure so they can more directly engage. I was going to have the villain they chased off lay low, but now he is going to raise an army and start sacking towns until the players confront him.
A solid reminder any DM can use. Sometimes we get side tracked on our worlds. Back em into a corner is a good reminder to get them involved in the world. Love it!
Matthew,this video, amongst ALL the "advice" videos on D&D on youtube, is amazingly refreshing and hits certain REALLY important marks. One can tell you are a writer on top of being a DM ^^
Matt, I loved this video. I think it may have been your best one. Great advice. People are so afraid of "railroading" that they avoid engaging their players.
Another example from The Lord Of The Rings. No-one would have cared about the One Ring having been forged in the fires of Mount Doom, if returning it to those fires wasn't the only way to destroy it (and thus defeat the BBEG). The Delian Tomb could have a good example as well - the secret door to the powerful magic item opens only if the party cared to find out the knights' oath and spoke it out loud. Consider making that obvious. Instead of a riddle, the door literally says to "speak the Oath, and the Knights will answer."
"if they care about their family, threaten that" - Matt Colville, 2021
Which is why, since the DM will find a way to threaten you anyway, you should at least control the creation of what gets threatened.
@@Madhattersinjeans don’t do the classic: I have no family so you can’t use them against me. The DM will find things to use against you, so create those family and friends you care about so it’s more dramatic and fun/frustrating? when it happens
When you realize he was talking about the player's family
Starting a Crime Family: Episode 1
I laughed harder than I should have at this haha 🤣
10:35 "...the Stone of Vincibility ... Who has it?" Vince. Obviously.
Vince is really vincible
But it's inside Vince.
Vince and Billy Tee
The Stone of Vincibility, owned by legendary adventurer, Vince Ability
Now I gotta make Vince Vaughn an NPC, wow
"Take away (the murderhobo's) favorite retainer"
Isn't that the plot of John Wick?
He was a retired murderhobo, but yes
It works there
He was a landowning murderer, thank you very much.
Actually... shoot, I guess I'm having a 'well, actually' moment, but actually, John Wick isn't a murderhobo.
First, unlike a murderhobo, he lets NPCs that aren't hostile to him talk to him, he has conversations with other characters that are not his enemies, and if they continue to not be his enemies, he doesn't kill them.
Second, he was previously a paid assassin, meaning he only killed people when requested and paid for by a client.
Third, when he kills in the movies, it is for revenge, it has a purpose. He only kills people who work for the guy he is after, or later, the guys who are after him. He doesn't kill innocent people.
Murderhobos often kill NPCs for no particular in-universe reason. They aren't paid to kill most, if not all, of the NPCs they kill, they aren't doing it to achieve some larger or long term goal, they just do it because they can, and their player is bored.
Also, murderhobos don't have homes, they just move from town to town staying at inns, whereas John Wick has (or had?) a house, a permanent residence, that he continued to use, even after the first movie.
@@Tiyev Hes a mass murdering hobo. Not killing literally everybody he meets does not change the fact that hes still a murder hobo. Your attempt to justify his mass murders is really pathetic. Murder hobos can have homes and a permanent residence why you think they dont is nonsense. Again you don't know what you are talking about. His reasons for killing are irreverent. Hes still a mass murderer who loves killing. The John Wick movie are about enjoying murder porn it's why I have watched it so many times, but don't try to pretend it anything other then what it is.
If the phrase "shitting out your own entrails" doesn't motivate you to action, nothing will.
I visibly shuddered at the thought. That is all the motivation needed for the upcoming decades.
I want to know the backstory to this one...
It's easy to "motivate [a player] to action", here's an ork, he says "grrrr", done, I've motivated every single player character into action.
...and they will never, ever know why that ork was so far from home.
Also known as screaming diarrhea.
"it is said, if it were to cut, he would lose his powers. For his hair was blessed by mat mercer, and mat mercer was blessed by colville, together they are legion"
The longer his hair gets the more powerful he becomes
He's on his way to super saiyan 3
It beautiful. Who wouldn't want a head of hair like that.
Like Samson
Quest spell: Colville's Glorious Mane; Somebody flesh out the details..
Who doesn't have a quarantine mop?
Ah yes, my favorite dwarves from Snow White: Funny, Grumpy, Flirty, and Confrontational.
Yes! 😂
I do kind of love the reading that Bilbo risked life and limb because he was too polite.
Viewer: How can I engage my players?
Matthew: Have them learn your lore or perish!
Telling the edgelord he'll be shitting out his own entrails is my favourite piece of advice on this channel
I swing by this video every year or so just for this.
Hey Matt Colville, Everybody here!
+
Here everybody, Matt Colville hey!
A good tool for this is the clock, from Apocalypse World. It’s a list of six increasingly dire things that will happen, in order, if the players do not intervene. The first few items are warnings, the next few are issues in their own right, and the last few destroy things the players care about. When the story stalls or the players fail, the clock advances.
I really like this. I've used something similar from the 3.5e sourcebook Elder Evils, which presents several apocalypse scenarios, and each one has that series of things that portend its coming, starting off relatively minor and then six months later anyone in the entire world who dies rises as a zombie.
@@maratsverdlov3974 good sourcebook.
@@maratsverdlov3974 I'm running a campaign on the edge of multiple possible apocolypses and have been looking for something like this. Just a quick look through has given me tons of ideas so thanks for passing on the good books!
@@dracothief my pleasure! Hope it helps!
@@maratsverdlov3974 that is just what I needed, thanks for the info!
DM: "Thanks for that deep character backstory you came up with. I'll be sure to tie it into the world so you encounter interesting things you apparently care about!"
Characters, upon seeing plot bait pulled directly from their backstories: "Nah, I'd rather not."
DM: BUT YOU JUST... 🤦🏾♂️🤬
I've had the opposite problem. I give all sorts of hooks to be tied to the world, I flat out tell the DM "this is how my character can get involved", and the plot hooks run AWAY from my character! I've had my characters do almost everything they could TO GET INVOLVED and they just zip away from me like I stink! What the fuck! DMs all the time complain about characters not getting involved and being aloof, but if a player is taking initiative and trying to do everything they can to get involved, REWARD THEM!
@@Terestrasz That sounds really frustrating. One of my players is very much this type, and I appreciate the heck out of it as a first-time DM, even 30 sessions in. It's actually difficult to balance all they want to do while trying to creatively engage other players, but if I'm struggling for content I can always refer to their character development wish list. If only they weren't looking for opportunities to become evil...
@@LGreenGriffin It is. :/ one time I took part in a plot where the palyerbase was divided and I was the only one who didn't give up in trying to get involved after spending a whole week running around without GM interaction. The other half of the playerbase gave up because of that.
No wonder the weren't on for when the phase was going to focus on their side!
@@Terestrasz Are you Hiro on Roll20 by chance?
Huh, I'm having a bad day and I don't think anything cou-
"Hey everybody, Matt Colville here."
I've been saved.
Huge snow day and i have to work on boring stuff....Matt saved the day
What a way to fulfill my holiday stuck at home!
This has given the best understanding of plot hooks I’ve ever had.
I really like using old characters from my players in previous campaigns and using them as ways to get my players invested in lore. Matt does this in his campaign too. People like to know what happened to their characters after they left them
Used this strategy to start a full blown war when the old party didn't realise they were being misled by a spymaster. Fun times. When the party realised that they were responsible for starting a continent scale war the looks were priceless.
"People like to know what happened to their characters after they left them"
Correction, SOMETIMES the players like to know what happened to them. For some reason they get upset when their characters corpses are used as avatars of evil entities. :-S Weird I know... xDDD
@@russellstephens3580 Now this is an idea I can get behind
@@russellstephens3580 so far, I’ve turned two past PCs into vampires. They both belonged to the same player. In fact, the two vampires are currently at war with each other on opposite sides of a schism in an evil cult.
The best Idea I've seen is using a situation the players have played in before with their old characters and having their new characters witness it and actively help the old party.
I think Matt talked a little about this before but I forget what video it was.
It's such a cool idea but it's very hard to pull off.
It's not necessarily time travel but it's kind of in the same ballpark.
MCDM: Hey everybody, Matt Colville here.
Me: *Monkey noises*
*motions at your chest, then mine* Ape together STRONG
I connect to this comment on a primal level
OOGA BOOGA BROTHA
TRUEEEE
@@simongissler ,,,,,, Zaza,,
I have several categories of lore:
1. Solutions: Lore the players need in order to progress. This is knowledge, an item, an NPC, etc that will get the players through some problem and I'll build the adventure around it.
2. Interests: Lore the players can learn and engage with if interested, but I won't push it on them. I write it because I know I have players who eat this stuff up, but others don't care.
3. Foundations: Lore that I establish secretly, if only to create a consistent world. Even if players never learn about it, this is important for the way it shapes everything else.
This may be in my top 5 best "running the game" and I've watched nearly every one! Great video Matt!
Weirdly it’s not a numbered entry in the series and just says “running D&D”
What are the other 5?? I’ve watched about 10 so likely to have missed a few . Dm me pretty please
@@JakeLucGoodman The practical ones I got the most from have been Action Orientated Monsters, Skill Challenges, One-on-One D&D, Vecna & Epic Bad Guys, and The Sociology of D&D
EDIT: This comment was originally a compliment about his appearance but he really dislikes when people focus on that so instead I'm editing it to be something more relevant.
I really love when GMs are able to find ways to motivate players using the characters' backstories, but as a GM, I *love* it when my players take it upon themselves to try and find reasons why their characters would care about something new instead of just "I wrote down that I care about my family and the forest when I first made my character, why should I care about anything else?"
He also hates people talking about/ focusing in appearance.
@@grantdixson1442 and does he hate when people talk about people talking about appearance?
@@BlueFlash215 I forget the exact reasoning, but I remember I watched a stream one time where he was talking about it. If I recall correctly he feels that in the D&D community or UA-cam / Twitch in general, there's too large of a focus on people's appearance rather than their content. Especially when it comes to women, and it can be kinda demeaning at times. He's sort of just opted to avoid talking about appearance all together because of it.
Edit: Oops. I kinda misunderstood your comment, so this isn't really relevant.
@@BlueFlash215 Sounds like Matt has been chased up a tree of his own making.
2:46 - I'm glad my players aren't the only ones who use the Danger Flirt maneuver
I always flirt best with a weapon in my hands.
My favorite notification hands down! Colville has certainly engaged us as players
Why is it that every time I'm looking for a specific answer or advice, you show up with the right video. Love your work!
He's a wizard in disguise. As a player of yours, you do great man. See ya Thursday homes.
Same! I start a new Game a few days and thinking how to engage them more!
Saaaaaame.
I can't thank you enough for all your help. You're doing Pelor's work.
Here’s an idea: someone make a playlist of running the game videos in “new DM” order. This video for instance is last chronologically but should be early for new DMs.
Now I’m realizing that I should do this...
I've been running the game for over 5 years and I still found it useful. You're right, it would've been lovely to know earlier.
After multiple repetitions of "chasing the heroes up a tree", my mind flashed to
"Fifteen birds
In five fir trees
Their feathers were fanned
By a fiery breeze" 🤣
Thank you so much for these videos!
I'm running Phandelver and I'm brand new at D&D and being DM. I used some of your advice and instead of having them come back to turn in their quest and get the reward, they found the quest giver had been beaten unconscious and left to die in his burning house. They had to save him from the house and put out the fire that was spreading to the orchard, and heal the NPC.
When they found out what happened to him and also that their reward was stolen, they were super motivated to go fuck up the redbrand ruffians. The module has the redbrands pick a fight with the party in the town, and there wasn't really any reason for it. So that made it a lot more fun for them to act on behalf of an NPC and save the day.
They also had to be careful in the tavern and not hurt regular villagers or cause property damage, so they had to use a little more tactics than usual, and roleplay calming down the barkeep and Townmaster after they murdered 7 of the ruffians in it.
I got a lot more "that was really fun!" Comments after the session instead of just "thanks for running the session" so that was really satisfying.
The fact that Bilbo was willing to agree to go on an adventure despite his Hobbity nature is not a story flaw by Tolkien. It's made very clear that Bilbo (and later Frodo) are a bit different temperamentally than other Hobbits and have more of an adventurous and romantic heart. There's a reason they were chosen.
my players, now up a tree: "Now what?"
I, the DM: "I don't know"
Sounds like a player problem! The DM's work is done - sit back and see what they come up with!
There are quite a few good GM channels on UA-cam, but this was the first I found two years ago, and it remains the best. Matt is a sharp one.
Just DMed my first session ever last night this vid and it's series SUPER HELPFUL!
This series is so in depth it feels like it's a college course on Dungeon Mastering. Keep up the good work!
“To flirt with npcs... or threaten npcs... or both...”
literally all of my players-
Guilty.
This is the exact advice I just gave to a friend of mine that is being a DM this week for the first time and I told her if the PC's don't want to engage in your adventure, MAKE the want it. I love your content and hope your all doing well. Stay safe!
You really make it look so easy to understand. This is the most intelligent way of looking into the engagement problem; such an inspiration. Thank you: you made my day! ^_^
Oh thank god, a Matt Colville video that I needed.
I think there already quite a few of those
I think that when dms/gms say "I wish my players were more engaging" they mean
"I wish my players engaged with the plot instead of trying to meme and goof around for giggles"
@@Vedexent_ I don't think that's true. I actually think not engaging with the "plot" is precisely the point of the video.
Is the plot doesn't have any ticking clocks or immediate threats.... What's the point for the players? If they don't do anything and there's no consequences... Well you're not doing a good job of chasing them up a tree.
Dnd with a "plot" doesn't mean anything when there's no consequences for "fooling around" or not being serious. That's the point of the video right?
Plot is just code for world and lore which is exactly what this video is about. If they're giggling, goofing around and having fun... What's the problem?
Has anyone ever tried introducing Monty Python Holy Grail elements in a serious manner? Eldeberries would have a whole new meaning then.
@@kevinz8554 But there's still the matter of whether the players only want to goof around while the DM wants to be serious. If the DM confronts and punishes the players in-game for goofing around, that can have drastic results. Session Zero is your friend.
Fifteen birds in five fir trees,
their feathers were fanned in a fiery breeze!
The fact that each of Matt's videos is the best so far says a lot about his dedication to his content. Thanks for making my table more fun as always
Huh, this is something I feel I needed to hear. A lot of games I try to run feel weird for me because I put the priority in the wrong place. I want players to engage with the world properly, but in doing so I feel as though I work less with their characters and their story as I unfortunately make it my story with guests, not their story of whether or not they ever engage with the lore I have. I need to really sit myself down and work on these things for whenever I run a new one for sure
I think it's also a two way street. You are all playing together, and your players should be cool with engaging with the game they've agreed to play with you as much as you engage with their characters.
Do it, it's soooo wotrh it. Started out like you, seven years agor (and had a really murder Hobo-y group for a long time). Nothing compares to that sweet sweet feel, if they start to ask Questions for themselves about your lore, because they need it. One time they were just chasing some plot item in a big city and learned, that it was in the hands of a noble family they couldn't reach on their own. They had to find an ally. At first they worked with another family and were like "Who cares about that city, as long as we get our Item." But then a third familiy appoached them and told them "Your allies are like... the worst. They are gonna betray you. Works for us instead." And my Murderhobos were like "Why? Di you give us a betetr deal." And the third family was like "Nope. We will pay you muuuuch less. This is how you know, we won't betray you. If we did, we'd offer you the wildest things." And suddenly all my "I just want that big sword" and "can I loot it?" boys were like scheming, planing, and overthinking their choices. They couldn't just compare numbers, they really had to overthink it and take my world serious to win. I really loved that.
Loving this, Matt you always seem to release a video that speaks exactly to the issues I have with the games I run.
I run two campaigns for the last three years, and I didn't even know how to play until I found your first running the game video. Thanks for the lessons and help all these years.
Mr Colville's ability to convey thoughts and scenarios is amazing! Thanks again for a great video!
Like the infamous Matt colville tweet: “Lore isn’t interesting, Writing is.” (paraphrasing)
I must feed the algorithm or be eaten myself.
All shall be well and all matters of things shall be well
Wow, suddenly UA-cam sounds like a Cthulhu-esc elder god...
SOMEONE QUICK TELL THE MACHINE WE LOVE MATT COLEVILLE
@@isaacm4791 VIEWS FOR THE VIEW GOD
@@Drekromancer plot twist Khorn is actually behind youtube. What do you do?
"i was going to make a video about different kinds of players and how to engage your players, but it started to get long. so you're going to get 2 videos; different kinds of players, and engaging your players"
stoked to finally see part 2.
Time to think, relax, ride the river for a bit.
Great video, Matt.
I think my proudest DM moments have been when my players have used my world's logic to solve problems without prompting and, in one case, theorised something entirely seperate to the plot using the world's logic....something irrelevant but also correct!
I've started trying to teach the logic in small pieces until it's absorbed as a part of an adventure solution until it's assimilated (like a video game tutorial so they learn it bit by bit) which has led to larger eureka moments. Big thing for me is not overloading new players with learning the system and the world at the same time. Let them learn the D&D 'physics' of the world and then slowly introduce them to my own idiosyncrasies. Mainly I've found it important to map out my own logic so, like a 'hard' magic system, it's something that they can bank on working and they can work out why things don't work if they make a mistake.
Mostly I loved the opening thesis statement. I world bit for my own benefit, it lets me be more reactive to the players doing weird stuff because I understand my world. I also really enjoy it but that's why I DM a lot more than I play.
I'm just happy you still are making this kind of videos, warms my heart. Take care.
15:55 - 16:30 - 100% that is the heart of DMing! just watching them noodle-out problems at the table, feeling the world rendering in real time inside our head as they spit-ball ideas that would turn NPC plans into chaos-- realizing whatever they do will turn the rest of the session into complete fast-improv....
There is no entertainment that can even compare.
This series of videos is great! I am starting to take worldbuilding and overarching plot lines more serious in my campaign and your videos are extremely helpfull!
Thank you for taking the time to produce these videos.
Awesome. I’m a DM with 35 years experience and this is the first time I heard this said so simply en helpfully. Thanks!
Outstanding advice Matthew! We appreciate hearing from people who are great at what they do, love doing it, and love sharing what they know! You are a river to your people!
As soon as I made my players proper parts of the lore (i.e., part of the political and religious interests of the world), they became interested. In my longest campaign- 5 years and 2 mini-adventures- our Cleric and our Fighter were tied already to the religions and politics of the world: the Fighter earned his training (level 3 start) in the war the nation was involved in, and the cleric, obviously, was on a pilgrimage because her mother-supierior told her she was too vain and selfish and needed to find her own purpose for the goddess they served. Easy to continue weaving them in.
But as soon as our Barbarian decided to marry the Banshee that their first adventure came with, and inadvertently got himself a Lich Wife, this unlocked something for the Cleric: the knowledge that the church is on a crusade against all undead and any Necromancers. All of the party rolled, and they all made the their History rolls-- this is a well known FACT of the nation....and now their Barbarian is married to a Lich who is quite taken with him because the Barbarian gave her what she wanted-- a wedding. And the party actually likes the Lich because she's funny, witty, engaging (I had fun Roleplaying her). And she was the Barbarian's Follower.
So, the party now has an active reason to care about the world. They want to protect their new friend who, quite literally, is public enemy #1
I wouldn't 100% recommend this but last session my DM allowed me to earn a castle as a base through a quest which worked for my exiled noble back story, and because of that I have a reason to care about the world. I have to engaged diplomatically with the rest of the surrounding area and later on with the whole world. I have never been more invested in a character
Matt, I can't begin to tell you how useful this was to me, even at the 2 minute mark. The rest just reinforced it all. Enough with me forcing lore on my nerds, I'll just give them what they want. Except when they need to care about something in my world. Brilliant, sir.
Dude, this was exactly what I needed. Thank you Mr. Colville, for introducing this life to me so I can introduce it to my friends :)
I'm so glad I got on the Patreon so I could get this script early. I read the script on Saturday in preparation for Saturday night's game and the part about forcing characters to solve a problem without their character sheet was HUGE for me this weekend. I forced the party to split by having a large enemy retreat while the dying body of one of the players was in its grasp, which made the players abandon their abilities in favor of figuring out who had a potion and how they could get it to the dying character.
Later in the session, I had a different player have an encounter with an archfey through a book and we had ZERO rolls in the entire 30 minute encounter. There was nothing the character could have done to change the course of events and they just had a conversation. This allowed me to tease several important pieces of lore without boring the players (even the ones who were passive observers at this point). I gave them just enough information to pique their interest, so hopefully that means they'll want to engage with that later in the campaign.
As always, great content timed perfectly to aid my game. Keep up the great work!
This is up there with the Lore vs. Writing and Leading a Creative Life videos as my favorite. Awesome job! Can't wait for Arcadia this week
Returning to this video after running a megadungeon for the past few years. Matt is right. If you want players to engage, you have to back them into a corner and use the setting as the key to success.
I ran an old school megadungeon with Dark Souls aesthetics. It wasn't difficult like Dark Souls, but the idea of Dark Souls lethality made players disengage because they could die and lose their character at any time. I didn't want to make a 100% dark souls clone, so I didn't include bonfires and resurrection. Finally, I gave up and said, "fine. A necromantic artifact curses you with undeath. The more you die and reanimate, the more you go hollow. You lose memories and levels. No spell in the players handbook can cure it."
"That's evil, ithirial! Losing levels is insane! Now we have to figure out how to rid ourselves of this curse!"
Joke's on them. They would never lose levels if they died. I was bluffing! They paid attention to the lore more because any plot thread could lead to a coupon they can turn in for the cure. And they took combat seriously because they thought there were mechanical consequences. I guess losing levels is worse than making a new character?? I don't get it, but it worked! They care about so many NPCs now, and even their characters. One player is cosplaying as their character in Elden Ring now!
Last time i was this early we had THACO
@@adamgrey268 This person THAC0-s.
Ah THAC0, those were the good old days.
@@candiedginger8729 Tbh it was a fucking mess
And subdual damage.
THAC0s con carnitas
Freaking genius. Exactly what I needed at the stage I'm at in DMing. Matthew, thank you for inspiring me to start this. I'm having fun so far, and so are my players. What a practical perspective.
Matt nails it again. This video has some really great content and is communicated perfectly. Really great stuff!
Matt, you are the philosopher of our game. I follow a lot of channels, but only you bring this level of intellectual honesty and depth to this topic. When all of your livestreams are long forgotten, your philosophy of the game will continue to live and be debated.
If Matt Mercer is the “king” of DMs Matt Colville is definitely the guru.
There is a type of genius that you think if I only thought of that first I could of done that the other you just step back and realize you couldn't of done that in a million years. I think Matt Colville falls into category A and Mercer into category B. Just personally I will never be good at voice acting as Matt Mercer but with practice I can make use of Colville's methods.
@@michaelduke9057 Well I meant in the fact that Mercer is all over the community (considering you can’t breath without hearing his name) but Colville I feel is not as well known but has some REALLY unique and cool stuff
@@chickeneverythingisfine9338 also accurate I guess I went a little far with the metaphor
I clicked on this video just because it's a Matt Colville video. I had no expectation that it would be so relevant to something that I'm working on now, but lo and behold it was. Thank you for clearing my brain clog.
Your videos receive the highest accolade I can award or think of. They are thought provoking.
Yeahhh.... hey, Matt. I used this advice in my campaign. This advice needs to come with a giant asterisk: if your player is already a toxic wasteland and you use this advice to try to get them to engage, there is a chance they have pathological demand avoidance and will Go. Nuclear. 3 years that campaign ran. Up in smoke. Not blaming Matt - all advice comes with with the asterisk "use your best judgement". Just wanted to provide a cautionary tale to anyone reading the comments.
The only time I ever took away a character's powers I expressly told them at the beggining that it was temporary and I think it worked well as it wasnt for very long either.
i have to say thank you sooooooo much for introducing me to Against the cult of the reptial god in one of your other episodes! i ran it for my players had was thinking "How do i get them to Careabout this village" and eventually went with the local Baron has highered then as investigators to see why he's not been receiveing his taxes.
Your videos have helped me so much with being a better DM and my players have been enjoying our games more, so thank you so, so much!
This subject comes at such a perfect time for the game I have coming up, thanks Matt!
Man, I don't think I've ever BOOKMARKED a "tips" video, just to replay it and reference it later.
You are a true master, in both what you do and how you present it. Kudos!
matts lockdown hair is GLORIOUS! Aslan is gonna sue someone.
No comments on UA-camrs’ appearance, please
@@theKurtAnderson HE HAS THE HAIR OF A BODICE RIPPER PROTANGONIST!
As it has so happened throughout my entire journey as a DM, Matt, you've released the perfect video at the perfect time with the perfect advice I needed most.
Just last night I was running my homebrewed Frostmaiden adventure and I was struggling because my players didn't seem to care about the settlements of "Ten-Towns," concerning an event that may involve their destruction. But now I have ideas to MAKE them care.
Once again, you've given me a new perspective and new ideas to solve the problems I face as a DM. Once again, you've helped make me a better DM and storyteller. Thank you.
So excited to finally have another one of these
The timing of this couldn't be more perfect!! I am a relatively new DM who just started a brand new campaign with players who didn't seem to care about my plot hook and I had to pull out some Deus Ex Machina junk out of my sleeve and actually have an NPC say "What can I give you to go on this mission to kill the Goblin leader?". It really helped put things in perspective and not just assume they'll take the bait of "saving the princess" or "huge cash reward!!"
I find the easiest way to engage the players is to make the world about them and their characters. all of my encounters/adventures/places/world building is focused around the player characters and their backgrounds/desires/flaws. now they have no choice but to be engaged.
In the module series (we're playtesting now for publication) I gave each one of my mewbie players a brief backstory. 1 player had her father kidnapped by a priest of Shar. She's been looking for him for 2 yrs now. Another's cousin never came back from a hidden valley. He's going after him. 2 other players don't know it yet but they're stepbrother & stepsister. They've all been commissioned by the priesthood of Oghma to go up to this lost valley & investigate why 3 other adventuring parties, (only 3 out of 17 made it back) keep going up there and dying! I gave them all "common purpose". Thus that common purposes exposes the lore of my Forgotten Realms.
Well done Matt! Hope to talk to you someday.
So wonderful. Also I feel the need to say this... I can't wait to read Fighter!! :)
christ I watched this when it came out, and now it's 3 years later and I'm getting more out of it than the first time, Matt you're the goat of gm advice and I will never stop learning from this series
I was on the exercise bike warming up and I read the UA-cam vid as “ENDING Your Players.”
And let out an audible “Hells Yeah !”
I thought we were about to get a Batman’s contingency plans to Kill off the Justice League type of video.
Please make this video!!!
I LOVE that JLA story arc!
i love how this addresses the RELUCTANT HERO aspect of a "trigger word" of the current D&D community: *railroading.*
There is a balance to World building, illustration, and chasing the players up trees, as you say.
On a more involved note-
Even I love to hawk the driving force of my methodology in that I tell my players frankly that I am *always* out to kill their characters. This is mostly a farce, but I use it to the effect that they know that this is about decision-making, teamwork, and challenge. The action can be injected by myself, and I always invite them to bring it as well an share it with the table in-game.
Thanks for being so GREAT, Matthew Coleville.
Another good way, when you are just starting out, is to give every PC a connection to the world and the Adventure.
In my experience players want to be part of the world the trick is to not overwhelm them with to much information but to keep it simple and give them things that reinforce there characters fantasy or things that excite them.
I've definitely played with DMs that were so obsessed with how interesting and intricate their world was, and so mad that we didn't just WANT to learn everything there was to know about it, but created the world absent of our characters mattering or being necessary to it. If you don't know what motivates your players characters, or what they care about, it's a huge ask to just say "play through this world of cool stuff I made". Don't forget you're asking these people to "roleplay", and good Roleplaying is knowing when and where your character would engage with what's happening.
I've been watching "Running the Game" since before I started running the game, and I had such an enjoyable feeling watching this of "I already know this, I'm already doing this."
It's not that this episode was not helpful, but that I've been practicing the craft long enough to start drawing many of my own conclusions of what works and what doesn't. This feeling was so much one of validation.
I had a similar feeling a few weeks ago as well. I've been running D&D for a few years and felt so self-conscious about my abilities for so long. Over the holidays, one of my players had their child on our D&D day, when they usually wouldn't. We invited her to play with us, and I built a short sidequest that I thought we could start and complete all in one session. I warned my party in advance "Sorry, this might be the most railroady session I've ever run, but I don't want us to run out of time."
...As soon as we introduced the daughter's character she started just dumping piles and piles of backstory. Most of it had nothing to do with the campaign as it had been going, but none of it was out of the realm of possibility. It actually had some themes that tied to other players' backstories. Her dad tried to interject to get her to dial it back and keep the session on the rails, but I stopped him and told her it was all canon by just playing off of it. I threw all my session's planning out the window and started from scratch. I knew I could work with it. I had no battlemaps (playing online), no NPCs, no monsters, no encounters, no magic items... but I wanted this girl's first experience with D&D to feel like she just spoke the world into existence. It took me a little longer, but I made NPCs on the fly, and made up quirks and voices so they'd be memorable. I threw battle maps together and designed an encounter and some lore while the players roleplayed (of course, uncovering more new lore to throw some of my plans out the window and give me a good line on creating another).
In the end, we had a session that fits into the campaign with lasting concequences, engaged all the players and their characters, focused on this new player, engaged her, and gave her the experience of helping to create this fictional world, and left me with the greatest sense of accomplishment I've ever felt in D&D.
It was an intense night, and I was so exhausted after. But in the instant that I had to decide between forcing the story onto the rails, or rebuilding something magical from the ground up.... I knew there was no question. I knew I could handle it and it was the only choice. That feeling of confidence in my abilities as a DM is one of the best feelings I've ever felt.
Strong motivation for characters walks a very very VERY fine line between railroading your players and a sandbox. I know the first time I tried to run a campaign, my players effectively wanted to be railroaded and saw D&D as more of a board game to play for the sake of playing instead of being characters in a story, which forced me to railroad them along the storyline to get them involved. Granted I was a new DM and was happy to go along with my story, but I wasn't getting the kind of excitement I was hoping for. Seeing videos and tips like this though have been really helpful for the second run through of that same campaign with a new group, where now my players are engaged in the story and want to interact with things to see what will happen. Nothing against the first group of players ,they were really fun to play with. But a really good and enjoyable D&D game will have that motivation for your players without necessarily forcing them to act exactly how you want them to. This has been my D&D TED talk, thank u for listening
It's a good day when Matt uploads.
This is great! I'm actually having fun with worldbuilding right now, because I've made it somewhat cooperative with one of my players. The party is in a place his character frequented a lot in backstory, so we've chatted and laid out NPCs and places for him to be able to show off and go to, and as he catches up with people they can tell him about the world and what he's missed, so I can sprinkle in my favorite lore without needing to do too much chasing up trees 😄
Another way to make players care. If they are partly the authors, then they will care about that section.
So much of your content will have a teacher (or at least one who is thoughtful about their craft!) nodding their head the whole way through. Source: I teach elementary music 🤗
This is one of my favorite videos so far. Sometimes I strugle with making so much lore I create being relevant to my players, they like it, but most of the times the characters have no reason to get involved with, and without thinking about it sometimes they reaaalllly get into some lore stuff and I didn't understand how that was happening, and now this makes sense, now that I think about it, some things I used in adventures is what brings the characters to not only learn about some lore but also get interested in what is is related too or what this can mean in the big panel of my world, so yeah THANK YOU Matth, now I can create more things in my game having this link of Adventure and Lore in my mind!
I sincerely hope the Chain take down Ajax with “the stone of vincibility”
So, like David vs Goliath?
Best video I’ve seen yet on this topic! I stumbled upon this technique several years ago after running a campaign that I could not seem to get my players to care about at all! This approach has made me a much better DM all around. Now, I take this a little further in that my session zero is just working with the players to develop robust backstories and goals that I build my adventures and lore completely around. I threaten everything that they care about often and it works!
This is an amazing video. But it does bring up some thoughts in my mind. I like the concept of chasing the players up a tree and forcing them to care about the world and to act. Its also good in general when you have players that say they want an open world where they direct what happens, but then just... don't. Players say they want open and free range to go wherever they want and do whatever they want but rarely actually are willing to put in the effort to do so. Chasing them up a tree is a good way to make them start making decisions.
But you have to be very careful about how you go about do this. Because if you're not, it will come across as railroading them into going where you want them to. Players in my experience are very fickle. Many say they don't want to be railroaded and just want hooks thrown at them to go where they choose to do so, but then just never actually make a decision about where to go and the game stalls. Or they want a completely open world and want to direct the game where they want to go, but then just don't take the reigns and drive. Its a fine line between chasing them up a tree, and them knowing that you have chased them up a tree.
Players want agency which I completely agree is extremely important to any game, but also don't want to make decisions for fear of making the wrong decision. It takes time to learn how to chase players up a tree, and get them to think that they are the ones that chose to climb it in the first place.
This might be oversimplifying it a bit: To me it feels like "chasing up a tree" happens to characters, while "railroading" happens to players.
There is usually (or should be) some pre-game discussion about the adventure coming up. Sometimes called "session zero". This way the players (people at the table) already want to do it and it's down to hooking their characters (who only exist in the game world) into the events. So, using Matt's example of "Against the Cult of the Reptile God" the players go in knowing they will at some point end up "Against the Cult of the Reptile God". How, where, and when they get wrapped up in that is where their agency comes in but there has to be an agreement/understanding between the players and DM that a conflict "Against the Cult of the Reptile God" is the point of this adventure. Players who aren't interested in that will have had the opportunity to say as much in the pre-game discussion and elect to take part or not. - or suggest/request an alternative.
That's the comment I was looking for. Player agency is a critical part of the game, as Matt himself says in another video. I usually divide games between sandboxes and slides, and tell my players in which category we start the game. On a "slide" they expect to be reactive, as in the action movies. In a sandbox, I expect them to push the game forward (see Matt's video on West marches for that style of play)
Every time I watch a Matt Colville video, I'm infused with inspiration to game, and to game better. The best GMing advice anywhere, hands down. The man is truly gifted. Thanks, Matt!
Creating the world is for DMs. The second you let go that the players should "love your world" and realize you do that work for you, the better.
It also helps for a smoother experience when they're used on the spot, but yeah. That.
@@commandercaptain4664that part. World building to me is a guideline to putting the narration down.
Thank you so much, Matt. This helps me figure out the rest of my current adventure. The players need some more pressure so they can more directly engage. I was going to have the villain they chased off lay low, but now he is going to raise an army and start sacking towns until the players confront him.
alright here we go!
A solid reminder any DM can use. Sometimes we get side tracked on our worlds. Back em into a corner is a good reminder to get them involved in the world. Love it!
Matthew,this video, amongst ALL the "advice" videos on D&D on youtube, is amazingly refreshing and hits certain REALLY important marks. One can tell you are a writer on top of being a DM ^^
Addendum: Who in the nine hells downvotes this for what reason?
Matt, I loved this video. I think it may have been your best one. Great advice. People are so afraid of "railroading" that they avoid engaging their players.
I had a DM who engaged one of his players once, they are now divorced....
Another example from The Lord Of The Rings. No-one would have cared about the One Ring having been forged in the fires of Mount Doom, if returning it to those fires wasn't the only way to destroy it (and thus defeat the BBEG).
The Delian Tomb could have a good example as well - the secret door to the powerful magic item opens only if the party cared to find out the knights' oath and spoke it out loud. Consider making that obvious. Instead of a riddle, the door literally says to "speak the Oath, and the Knights will answer."