[RPG] How to increase tension during roleplaying

gm-techniquessystem-agnostic

In my games, I tend to run into a problem at least once per session. My players just seem to follow the dice and make no effort to either engage with combat or chase adventure. They let the dice fall and decide what to do, but in a very OOC and tactical manner. The tension disappears, as does a lot of the roleplaying.

I really don't like it, but I haven't been able to stop it from happening. The players notice it too, but appear to think it's normal.

We play a homebrew sandbox campaign of AD&D 2nd ed. Normally the sessions are 3-4 hours long, with a few breaks for food.

Has anyone else had this problem, and if so, how did you fix it? (Note: I'd rather have answers that don't recommend other systems, unless you specifically state how the other system fixes the problem and how I can apply it to AD&D 2e.)

In general, how do you raise tension in your games (in the short-term, rather than long-term – less "Upon us rests the fate of the world, we must not fail" and more spur-of-the-moment)?

[I see the two questions as linked (raising tension is one possible answer to the other question). If I can increase tension, my players will probably be more focused. However, if consensus is that it is two different questions, I will edit the second one out and pose it separately]

Best Answer

Make Things Personal

[Since the problem seems to be that the players are wrapped up in the mechanics - this advice is meant to be system/version neutral.]

If you want to increase engagement with something other than the dice, make the situations personal to the characters and by extension, the players.

Give the characters individual motives - each has an individual quest or two. And they may be partially opposed.

A great way to generate motives is to give the players preexisting relationships, as Mike Shea suggests in his blog post at SlyFlourish.com: Fiasco-Style Relationships.

Reward players for chasing their objectives and role-playing to their relationships.

An example

By request many moons ago, I took over DMing a AD&D Dragonlance Campaign late in the series. The previous DMs had treated it as a dungeon crawl and many of the players were bored.

Riverwind and Goldmoon [the last of their tribe] were played by a real-life couple and she wasn't at all engaged. First, I threw them all in the BBEG's Prison. Then pulled her aside an told her that Goldmoon was pregnant and hadn't told anyone yet. Instantly that player became engaged with the desire to protect their unborn child.

Mechanics support

Some games have actually woven story-dependent relationships into the mechanics: Various D&D editions have Themes/Roles/etc. that specifically add motivation to a character. Such as The Neverwinter NobleDDI [in effect, Aragorn's backstory from Lord of the Rings.] Often these include flavored powers that the player can use, often out-of-combat. Even if this isn't your edition, you can steal these ideas to great effect.

Of course, the tried-and-true "looking for a family relic", "avenging my beloved's murder", and the like have always been a great simple motivations. Just drop hints here and there about these items and you'll see engagement spike.