@quinn said in Encouraging Proactive Players:
Maybe we all need to agree on the steps that we usually see/take:
- Event gets posted/shouted, people sign up/show interest.
- Event gets run, people show up and play!
- Players RP amongst themselves about things. Perhaps put in +requests for more information and followup (?)
- Another scene is run either because players have followed up, or plot runner has more to move it forward to try to get people involved (?)
- Repeat of steps 3-4 as necessary until plot runner gets burned out / until plot is finished (?)
So, is question how to keep that momentum going or how to inspire people who only want to do steps 1 and 2 to move onto later steps? Or both?
My original question was both, and a little more. I always love players who RP among themselves after an event and put in requests for followup, those who chase down plot-hooks that lead to events (request Strange Sounds Investigation=There's a rumor post (bbread #/##) up about strange sounds at night outside of town, my PC is interested in looking into that), and those who put interesting tidbits into random scenes for other players to grasp hold of.
@scar gave us a great suggestion on T8S, which we ended up calling Quick Missions just because that's what came out when I started typing up the first one: little plot-ideas posted up on a board that people can incorporate in scenes. Like, sidequests in a video game. They require zero Staff input, and can just be run any time, anywhere, by anyone.
Thus far, one of the five or six we've posted has been picked up on.
It feels like these are the sorts of things that people used to do for themselves without prompting, but now they won't even engage in when prompted.
A lot of the ideas and suggestions put forward in the previous pages are great ones. I'm glad that I'm not the only one who has noticed a decrease in proactive players and an increase in players wanting events spoonfed to them (okay, I'm sad I've noticed it, but I'm glad I'm not the only one who has).