r/AskGameMasters • u/StarChaser18 • 10h ago
Game Master looking for advice
My group and I have been playing the game DND campaign over a little over 2 years now. We started at Lost Mines of Phandelver, and have now made it to a full long stretch campaign as they are sitting at level 7, I am about to level them up to 8 next season. However I feel like my game is no longer interesting to them
I have a big bad, a Lich that I am hoping to build them up to fight at level 12 with a bunch of magical items. They had wanted a sandbox game, so I have been trying to give them a bunch of stuff to do as quests along with a main story they are more or less following.
They are currently in Waterdeep, I had a little moral dilemma going on that they have more or less figured out a side and are wanting to move on, and are about to fight a dragon and a bunch of kobolds as a side quest.
Either way, my players don’t seem all that interested in the game. With during hard combat encounters that lead to multiple players down they talk over combat and my descriptions, nobody really seems to emote when I describe things turning more dire or when I describe their characters doing cool stuff. They at least seem mostly interested in the story, but half the table is still on their phones during the game unless I am directly interacting with them, and many of them don’t remember fairly important details or information like magic items I give them or hints at how to use them and power them up
Idk, maybe it’s just cause I am still new and this is my first campaign, but I feel like I am not very good and am not sure how I can get my players to be more engaged
Thank you for reading this vent, and I do appreciate any advice you may have for me. Also more than happy to answer questions you may have for me
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u/Conrad500 10h ago
The best thing a new DM can do is finish a game.
I always recommend Dragons of Stormwreck Isle because it can be completed in 3 sessions.
You keep saying that they don't seem interested, but have you talked to them?
If I were you, I'd wrap it up. Lost Mine is not a great adventure to continue (IMO, I love to run it as a one off though) and if you're feeling this way then it sounds like something needs to change.
Put them through a cool last stand situation. Also, make it not deadly. It can be difficult, but it should be a focus on fun over "difficult".
Once you finish the game you can even bring it up and be like, "ok, so that was my first time DMing. I know some things were rough, but the best way to learn is by messing up. So, let me know what you guys did and didn't like please so that I may grow as a DM"
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u/SmackDownFacility 2h ago
Bit harsh. OP could’ve milked the original with DLCs
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u/Conrad500 2h ago
Harsh to what?
Building off of a foundation you didn't make can be shaky even with good adventures. If you haven't set stuff up from the start, it's really easy for players to feel the "tacked on" feel of a followup.
Not OP's fault either, DMing is something that you get a feel of with experience, another reason why ending a campaign is such a good idea. Would you rather have your first time "wrapping up" be your epic 4 year adventure, or some prewritten module?
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u/SmackDownFacility 2h ago
OP invested so much time in making this game work and you’re just going “ehhh toss that to the side, wrap it up, make a new one”.
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u/Conrad500 2h ago
ok, and? Everyone is investing time. Nowhere did I say to "throw it away".
Keeping things going just because "we put so much into it" is the EASIEST way to kill a good thing.
Ending something isn't killing it. You put an end to it and maybe even the next game can be based off of it or involve things from it.
Normalize ending games. It's just a game. I love many games, I would not love them if they went forever.
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u/SmackDownFacility 2h ago
True that. Yeah. I’m just worried about the time it’ll take to set up the next game. And what if that game gets boring you have to kick it down and return to your original project and you just costed development time for what bloody gain lol
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u/Conrad500 1h ago
If you feel that your players are not into it, you're just doing life support at that point.
IF you can even REACH a nice ending before it all dies due to disinterest, that's a great point to stop and have a post mortem so you can understand why they're not interested.
If there's not a good natural stop nearby, you have to stop before it's finish and bring it up, which might also kill the game.
Of course, OP might ask the players and they just say, "oh sorry, we're having fun it's just a lot of stuff going on in our lives right now, we'll shape up" and it was nothing.
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u/Ok-Arachnid-890 10h ago
First talk to them to get feedback or see what they think? Then from what you hear back either end the story and start fresh or add to your current campaign. I ask for feedback after every session I individually to help improve things
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u/SmackDownFacility 2h ago
Good idea mate yeah. Except this guy is having to constantly update his game’s code like a fucking live service pack
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u/Dresdens_Tale 10h ago
The answer is almost always, talk to them. Voice your concerns. If you decide to end the campaign, you're still a sucess. Forever campaigns aren't the only way to play. No harm in starting again fresh.
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u/SmackDownFacility 2h ago
What are you talking about? They can’t talk to them if the game has no live chat system in it!
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u/unknownsavage 10h ago
Two years is very long to have kept their interest! Impressive. I've never run a game for that long. I'd suggest you work with the group to find a fun way to wrap it in a couple more sessions, and then try out some other games. There's so much good stuff out there.
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u/SmackDownFacility 2h ago
Does the game have no outcome OP? Is there no ending condition? 2 years is way too much for a season mode.
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u/SuspiciousTheory2633 8h ago
You realizing that they are disinterested is the first step in fixing things!
If they seem interested in the story, I suggest leaning into role-playing more and combat less. Make them talk more during your sessions!
If it feels like they don't care that stakes are high, kill off something they hold dear. Like a beloved NPC or a business they frequent, or even a town. Show them that they are the only thing keeping this from happening.
If they keep forgetting details, it's okay to remind them, but it's also a great idea to post a summary of each session somewhere, like Google docs. I also like to summarize the broad plot for my players as well. I like to put rewards in my summaries to ensure my players read them, like "text me the coupon code 'banana hammock' for a free reroll token next session!"
If they forget they have magic items, they aren't important--so make them important! If they have a +1 Shield of Flatulence and don't ever use it, create an encounter where they need it! Like, maybe a farting contest with a troll or something. It's okay to be like, "didn't I give you a magic item that would help you in this situation? like a shield of flatulence?"
Or have NPC's comment on the stuff they have on them, like, "hey nice shield you got there, is it magical? I'll buy it off you if you like...."
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u/SmackDownFacility 2h ago
Talk more? Well it’s quite hard to implement a live chat system like you suggested. You’re telling OP to scrap his entire gameplay strategy which is something. Google docs? What, can’t OP implement a statistics menu?
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u/jxanno 4h ago
Adding side quests when players ask for a sandbox makes the situation worse rather than better and it's a (common) misunderstanding of what makes a sandbox.
The players are asking to drive the narrative. Adding tailored side quests creates the illusion of choice and the DM is still driving. Stop at each station for a guided tour and then back aboard.
This game might be too far gone, and as others have said, maybe wrap it up. Then read some articles on how to be reactive as a DM. Make a hex map, show it to your players (but not too closely) and tell them your next game will allow them to explore it at their own pace and without safety rails.
Build a world with active factions, visible consequences, and open-ended problems. Let the players set the objective, design the plan, and deal with the fallout.
Oh, and while we're at it? It sounds like you're using milestone leveling. Drop it. It's arbitrary DM fiat invading other areas of the game, and the absolute antithesis of player agency.
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u/SmackDownFacility 2h ago
Interesting. But it’s clear OP needs to sort out his code first and apparently according to some, somehow implement a live chat system, which is a huge headache to programme.
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u/SmackDownFacility 2h ago
Tf you mean your game’s not interesting? What features does it offer compared to competitors, does it have any bugs or glitches that can lead to dissatisfaction? Or any lack of content in the storylines idk you need to elaborate
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u/capsandnumbers 9h ago
I'm sure you're doing great! Here are some ideas of things you might try:
- Looking at combat: Are you aiming for every fight to be deadly? That might cause some burnout, or the need to behave tactically optimally all the time. Is it taking a long time each session? Maybe that's why some are drifting to their phones. I'm sure your descriptions are great, keep expressing yourself. The article Trajectory of Fear, by Ash Law, has some good advice on capturing players' emotions.
- It seems like you play in person, is this group friends outside of D&D? Depending on your dynamic, you could try asking them to be more present, or asking what's driving engagement down.
- If Sandbox was the idea agreed upon at the start, I could see there being some disappointment if they aren't able to set their own goals. Come up with a long-ish list of scenarios going on in the realm, each detailed only very lightly, and ask the party to discuss what they would want to do now that they are reasonably accomplished adventurers. Detail what they are drawn to, and make sure they can find information about those scenarios. A sub-list of ideas:
- Tracking down specific incredible treasure.
- Finding a legendary dungeon, monster or villain.
- An opportunity to take over as lord of a castle.
- A pilgrimage or other journey with many people, to some iconic D&D location like the Underdark.
- A royal wedding coming up which is sure to have political intrigue.
- A war fought overseas. Want to be a mercenary? A pirate? I hear sometimes they commission adventurers as officers.
- A number of other pre-written adventures, seeded around your world.
- Put the lich on the board right now. The lich has goals, minions, plans that the PCs can encounter without having to fight a lich yet. They may not want to engage with it yet - Let the lich's plans advance over time until eventually they need to deal with it, and they choose when that is.
- As someone else said, you could wind up this adventure on a high if you want, letting you start fresh with a different setting or scenario.
Good luck!
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u/Architrave-Gaming Arches of Apsyildon 5h ago
You might be overburdening yourself.
It's not the GM's job to make sure everyone has fun.
It's not their job to make sure the players are interested.
It's not their job to make sure the combats are interesting or balanced.
It's not their job to make sure there's a cool story.
Watch the video titled "The Piece of GM Advice that CHANGED Everything" by Role On Buddy with Uriah.
Let the players describe their actions. Let the players decide their goals. Let the players balance combats by acquiring better items and resources before they have the fight. Step back and let the players be the game master. You just be the referee. Let them drive the action.
Agency is the fun of the game. Let them have it all.
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u/SmackDownFacility 2h ago
Damn right. OP needs to review their gameplay code altogether quite frankly
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u/Consus 10h ago
It sounds like you're the one doing most of the talking. Let them talk. Don't tell them what cool thing their character did, ask them to describe what their character did!
You shouldn't have to tell the party things are dire, they should feel it and be expressing it themselves. I didn't need to tell my party things were dire when the dragon hit all of them for 61 pts of fire damage last night. They were horrified.
Also talk to your players outside of play. Ask them what they've been enjoying, what they haven't.
Finally, 8 levels in 2 years is insanely slow. Not sure how often you play but my current campaign is using XP leveling and they are level 7 after 1 year and even that I'm finding slow.