[RPG] How to get new players to explore more

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I'm DMing using the 5E Starter Kit and, after DMing the first few encounters, the players aren't exploring the environment sufficiently to learn all the actions they can take. Before our next session I plan to explain the nature of exploration in TTRPGs and that they can and should actively search their environment at regular intervals, but I'm not sure such a lecture will stick.

I've 5 players. Two are experienced PC gamers, and one of those plays RPGs predominantly. Two others have minor gaming experience on consoles (mostly casual), and one hasn't played much of anything beyond the occasional boardgame.

During the session, short of just telling them what to do or exposing an environments' secrets, is there a good way to prompt the players to ask questions about their surroundings?

Best Answer

Give them a reason to explore

You are most likely correct that a mini-lecture on the benefits of exploring in game will not get your players to explore more (and may annoy them, as well). You telling them that exploring is a good thing will never be as good as them realizing that they need to explore on their own. But what you can do is provide opportunities.

Think about the reasons that exploring is important to a fun, successful game, and then make those reasons super-obvious in front of your players. Some examples:

  • Exploring reveals nifty loot: When the players are fighting in a dungeon, have one of the adversaries pull a weapon or other equipment out of that chest that the players are supposed to search.
  • Exploring saves your neck: Spring traps on your players. At the beginning, avoid causing serious harm, because you don't want to run the risk of seeming adversarial and making your players resent you for it. But once it's known that traps are a thing to watch out for, it's your players' fault for not keeping an eye out.
  • Exploring reveals story: Plant clues in the dungeon. This one is a little more difficult to signpost. Maybe the players stumble upon the Evil Lieutenant packing up some plans into his desk. Maybe the Old Man in the Tavern literally tells the players they should be looking for something in the ruins.

This advice may or may not mesh perfectly into the published adventure you're running. Don't be afraid to tweak the details of the adventure to suit your purposes at the table, though. If that means adding some things into the environments for the players to find, go for it. If it means installing some extra traps, go for it. Pretty soon, you'll find them checking for secret doors in every room, and spending ten minutes disassembling all of the furniture when no one's looking.

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