[RPG] How to get players to be curious and ask questions

gm-techniquesstory

I have recently noticed that my players don't really try to find out much about the world and story beyond the direct "what do we see?" I want to have them interact more with their environment and actually explore the reasons behind things without me leading them by the nose. "Why are these monsters working together?" "What are the villains trying to accomplish?" How do I get my players to be curious and ask those questions that start the gears of imagination like Who, What, Where, When, Why, and How?

These kinds of questions can really bring a world to life and add SO much depth to a story but they just don't ask and if I tell them without them asking the game drags on and they begin to feel like I'm monologuing.

Best Answer

Questions will be asked when it's clear there are answers to be had.

There are a lot of ways to do this, but the whole thing boils down to letting them know that questions can and will be answered. You can do this in-game or at the table, subtly or blatantly, amusingly or seriously, but if your players trust answers are possible then the questions will flow.

Show them things that don't make sense.

"The warriors of Lord Yu and Anubis surround you. It's obvious they're working together."

"Lord Yu openly opposes Anubis and Anubis put a price on Yu's head. What could make their loyal warriors work together?"

Emphasize seemingly unrelated events.

"Our GM is really hammering home that our inn was deliberately burned down last night while we were out following a bad lead. Who gave us that tip-off, and how are they connected to the arson?"

Model behavior: Have NPCs ask questions.

"You say you got this cuirass off an elf? Hogwash, it's clearly of drow design; why would an elf wear drow armor?"

Make answers matter.

"The dumb half-orcs we've been killing can't possibly solve this puzzle door! If we can figure out who Sir Keegan was and where he turned back the northern savages, we'll be worthy to enter and rest inside this shrine to him."

Tell them what you're not telling them.

Unorthodox for some playstyles, but think of it like a scene in a TV show where the audience learns something the main character doesn't know.

"Unknown to any of you, the laser pistol salesman is so unhelpful because he was threatened by someone just before you arrived."

"That's strange, how did they know we were coming here?"

Reward them with good answers.

Answers need to be interesting. If you don't have interesting answers, the questions lose value. Sometimes answers can be useful or plot-relevant, but what matters is that they make people happy to have learned them.

"These villains are only working together --despite it slowing down their plans-- because they're childhood friends? That makes it hard to get them to turn on each other, but awww."

And try stopping your descriptions before you've said everything they want to know.

It'll get them in the habit of asking questions. Don't be mean, of course; tell them about the pit blocking their path.

A caveat: Don't expect your players to play 20 Questions.

If there's something they need to know, either tell them what it is or tell them that they're missing something --and make it absolutely crystal clear, no hinting around. There's little more frustrating than hearing "You didn't ask" about something you didn't know to ask about. If you do this by accident (which is sadly easy to do), apologize and make restitution immediately. Failure to do so will ruin the trust dynamic you're trying to build, and result in either the players leaving the game, or losing most of your sessions to time-consuming paranoia:

"I sniff the doorknob; does it seem poisoned?"