Last sunday I experienced my first session playing a TRPG (D&D 5e Curse of Strahd), and after think about the session I found something that I didn't understand exactly.
The session started with all the players (me, another first time player, and a beginner) in a tavern. The GM said there was a barman, a few persons eating and some guards with shiny armor there, then… silence. … he didn't say anything … noone said anything … I tried to break the ice asking to the guards why they were in such small village (with only 4 houses), they said something about a mist, then… silence.
Our druid tried to fill the gap asking to the barman about the mist, he said that everyone would die after night, then… silence. I tried to also speak to the barman and I asked where mist comes from. He said something about a bridge and then the druid asked some other people if the barman wasn't crazy (the GM used the voice of crazy man to talk as the barman). The said he was just a bit crazy and then I don't remember how exactly but I think the GM noticed that the session was going wrong. The guards left the tavern, so the druid follow them, I follow the druid, and the other player follow me… and then there was a combat that isn't important here.
I want to know about the silences.
Our GM said that the session was a bit improvised because it was a basic introduction to TTRPGs and the campaign, but I think the silence was done on purpose to obligate us to talk and move the conversation. (I read a bit of that as a GM technique. I am not sure if it was used properly. I felt that a bit akward). Is that true?
Was our GM trying to force us to take action or it just was an error?
Or maybe he just was giving us time to think?
Do we (players) or the GM have to move the conversation?
The GM was trying to give that work to us, but I am not sure if that is our duty as players.
Is there any suggestion to me (as player) to improve the flow of the game?
"Just make more questions" isn't a good idea, because as new player I wasn't sure what to do, I take too much time thinking about what things can I do, determine the best action and think if that idea could bring problems or not for the group or GM.
I don't want to ask unnecessary (trivial) questions because the GM would be forced to think answers for them.