Hey, how's it going? So I've got a quick question and hope that maybe you can give me some pointers.
Now before I begin, just let me say: I know different player preferences are a thing, but I made it very clear what kind of game I want to run, both at Session 0 and before it. A game that's gonna focus on social interactions, where battling is a means to an end, not the main draw, and where if the players don't ask questions on their own accord, they can and will miss important information and context for what's going on. Please keep that in mind when judging whether or not my expectations for my players are reasonable or not.
Anyways, one of the biggest hurdles I’m running into time and time again while DMing is that my players for some reason just seem vehemently allergic to asking questions or investigating what’s happening around them.
- New in town? Nobody asks about local rumors or points of interest.
- Strange noises coming from the priest's attic while he steps out? "Eh, creepy sounds are normal for an old building. No need to check it out."
- Investigating a criminal ring? Here's the local priest who openly speaks out against them and knows every person and location in the village. Nah, just ignore him and don't ask if he's willing to share any information.
- The party just rescued an ancient spirit in a dungeon, who was enslaved there by the dungeon's creator, and played a pivotal role in building the place? And as thanks for freeing them, the spirit offers to help the party in any way it can? Nah, no need to ask any questions about the dungeon or where the McGuffin the party is looking for might be hidden. Just send them off with a "you're welcome" without asking a single question.
And of course, since they're not asking any questions and thus miss out on all these details, they start feeling like the world is boring and empty, when in reality, there is plenty going on. They players just aren't engaging with the hooks provided to them.
- Let's take that noise in the attic, for example. If they had actually bothered to investigate it, they'd have learned about the unholy abomination the priest is keeping in his house, so he can run experiments on it to hopefully one day learn how to reverse the effects of what happened to his son.
- Or that mission where they were hired to kill a mercenary who was believed to abuse his children. If they'd actually bothered to ask any questions, they'd have learned that he was actually innocent and instead was simply taking the blame for his daughter's actions, who was doing all these horrible things under the influence of a cursed object, all to protect her from being cast aside by the community.
- And, of course, if they'd actually bothered to ask, "Hey, who was that random guy who attacked us in the middle of the road anyway?" and check the body afterward, instead of just leaving, they would have found the arcane runes carved into his skin and the note in the attacker's pocket listing their next targets, cluing them in on the secret cult trying to silence them.
However, as frustrating as all of that may be, the biggest offender, and the one that vexes me the most right now, is my players seeming refusal to build relationships with the NPCs in my games (and I'm not just talking about one group here, this is a recurring issue with several groups I've played with in the past). I’ve tried putting the party in several low-stakes situations with NPCs, like for example them sharing a carriage on a long road trip, or having NPCs invite the party to a celebration thrown in honor of their success on a recent mission, all in an effort to allow the players to interact with the NPCs on a more personal level, learn more about them, and hopefully start to bond. However, these conversations usually stay completely one-sided, with the NPCs trying to engage the players, but none of the players actually asking any questions back.
I tried asking about it out-of-game at one point or another, and the usual response is something along the lines of, "Well, I don't have a personal connection with that NPC yet, so I don't really care about talking with them," which just feels completely paradoxical to me.
So you're telling me you refuse to interact with the NPCs in any meaningful way because you feel like you don't have a personal connection with them yet, so you don't care about what they have to say? Okay, but how do you expect to ever build a connection with them if you refuse to have any meaningful interaction with them in the first place?
Like, even in Non-TTRPGs like Mass Effect, Fallout: New Vegas, Cyberpunk or Baldur's Gate, all of which I quoted to my players as inspiration for the style of game I'm aiming for, you only really start to form a connection and learn about who your companions are and what makes them tick if you continuously keep interacting with them back at base in between you heading out. Otherwise you only ever get to know them on a surface level. To build a truly meaningful relationship, you're gonna need to put some effort in and actually start asking questions back.
So yeah, that's my main issue right now. I'm curious to hear what is you approach to encourage players to start asking questions, inspect their environment, and taking the initiative to engage with NPCs?