Iโm a shy, quiet introvert, which might raise the question of why Iโve sought out hobbies that require speaking in real-time and having any sort of human interaction, such as, for instance, roleplaying. Excluding the things that are absolutely never factors like peer pressure and FOMO, TTRPGs are just fun. They appeal to my love for character-building and storytelling, and they create an opportunity to hang out with some pretty cool people. But they can also feel a little uncomfortable or even anxiety-inducing at times because I donโt always know what to say in an activity that requires, well, saying stuff.
And GMs, often through no fault of their own, donโt always know how to deal with players like me. So here are a few hot tips to help your quiet nerds get more presence at the table.
Create a Safe Space
This is one of those โduhโ points, but bear with me: setting up a comfortable environment from the get-go can do a lot of heavy lifting. Give the players a chance to get to know each other, and the quiet ones may very well open up on their own over time. Observe how they interact like the creepy mastermind you are; if you notice that outgoing players dominate the discussion, loop back to the softer-spoken ones so their thoughts arenโt lost.
And when the quiet ones do talk, listen! If a player says theyโd prefer to have a less soul-crushingly depressing session next month, maybe lighten things up a bit so they know youโre paying attention. If your group gets really into a bardic encounter and wants to do an in-character singalong and one player seems close to internal death at the prospect, maybe donโt force them to participate. Respecting playersโ feedback and preferences creates a better experience for everyone, while ignoring them can make them feel disempowered and less likely to take part.
Suggest Goal-Setting
RPGs are serious business, and businesses require goals, or so Iโve heard. Developing concrete goals for a character gives a player direction for roleplay and can help quiet or passive players take action. It sounds obvious, but itโs surprisingly easy to overlook, so prompt your players with questions like:
- โWhat does your hero want in the short term, over the next session or two?โ
- โWhat do they want long-term, over the course of the campaign?โ
- โWhat do you want for your character? How do you want them to change, if at all?โ
- โWhat do you want for yourself? Do you want to explore a certain facet of roleplay?โ
Sometimes we can get too caught up in the characterโs past and present and forget to consider their future. If a hero has a fleshed-out backstory, what story hook elements can you play off of in-game?
Use the โYes, Andโ Approach
If a shy player musters up the courage to act, a flat-out "no" can feel like a slap in the face. If youโre unsure of what theyโre aiming for, ask for clarification before shitting on their idea. (Also, donโt shit on their idea.) If it goes against what you envisioned, seek a compromise. Or if it just sounds dumb as hell, try to pick out an interesting facet or suggest an alternative course of action.
Rotate the Spotlight
No GM intends to sideline players, but in the heat of battle or when the party splits up (because of course itโs going to split up), you might lose track of whoโs had the most airtime. Remind yourself to include everyone with an on-screen initiative list or an on-desk sticky note, or add bonus interactions; if it feels organic, for example, an NPC could defer to a hero who hasnโt said much, or a trapped room could tailor to a less-active heroโs talents. If one or two characters get left out of the action due to the situation at hand, engage their players in other ways by asking them to describe a new NPC or even brainstorm challenges for the more active heroes to face.
Try to provide opportunities for ownership on a broader scale, too, by giving players input into facets of worldbuilding like landmarks, factions, and notable events. A quiet player might feel more engaged if they helped create the setting, and will certainly appreciate that you paid attention to their ideas.
Offer Clarifications and Alternatives
Sometimes a quiet player is quiet simply because they have no idea whatโs going on. Iโve had my fair share of poorly-timed zone-outs where I manage to miss the most important five seconds of a quest-giving NPCโs explanation or the exact moment at which a fightโs layout is described, and Iโve gotten better at asking for a repeat when that happens. Be sure to offer up an opportunity for those questions, especially if a player looks like a wide-eyed kid who just got called on in class while doodling. Avoid shaming players if they need recaps or reminders.
Imagining a described scenario can be troublesome, too. Even if youโve given an in-depth breakdown of enemy positions and doorway placements, players might lose track, and the quiet ones might feel nervous about interrupting the action to ask where that โpile of corpsesโ obstacle is. Try using visual aids or maps, especially for those complex BBEG fights.
Communicate Between Sessions
During a game or even a post-game hangout, a quiet player might still be absorbing events or figuring out the right words. Prompting players for their thoughts between sessions gives them time to reflect and to pinpoint the source of any messy emotions that arose during the game. You can talk to players individually or as a group after theyโve decompressed, asking questions like:
- โWhat did you like the most?โ or โWhat did you have the most fun with?โ
- โWhat did you like the least?โ or โWhat couldโve gone better?โ
- โWas there anything you wanted to do that we didnโt get to?โ
- โDo you want to see anything different next time?โ
Of course, this doesnโt have to happen between every game, nor do you have to stick to broad topics; if you sense a specific problem, aim for a more targeted discussion. Listen and take notes, and try to avoid defensive or dismissive responses that might discourage quiet players from speaking up in the future. Offer kudos, too, for anything from an inventive use of a spell to an unexpected method for puzzle-solving. Build up that previously-established safe space with communication and positive reinforcement.
In Conclusion: Nudge, Donโt Shove
An aggressive (or passive-aggressive) approach to engagement can be off-putting. When a GM turns to a quiet player and says something like, "You've been really quiet," it can have undesired results, including but not limited to making the player think, "No shit, thanks for pointing it out," or sending them into an invisible fit of anxiety and/or embarrassment. In other words, weโre likely very aware that weโre being quiet.
Itโs much more comfortable for us (and for you, probably) if weโre brought into the fold organically through collaborative roleplay in a respectful environment where we know our input matters. Give us time and encouragement to tell our stories and we will, eventually.
Though you might have to lean in to actually hear what weโre saying.
Shamangreeny
Any GM worth their salt doesnโt probably want you to have a good time โ they MOST CERTAINLY ABSOLUTELY do! I strongly support reaching out to your GM as well, they can help you with your goals and make sure that you get a bit of spotlight if you want it. Itโs also important for GMโs to remember that quiet/silent doesnโt always equal โnot having funโ โ again, open up those communication lines.