GM Tips: Draw out quiet players

In many tabletop RPG groups, certain players tend to be quieter, whether because of introversion, social anxiety, or simply a preference to sit back and observe. This is definitely not the be-all and end-all but I do want to explore ways for both GMs and other players, led by the GM, to ensure these quiet individuals feel included, heard, and engaged in the story.

The most important thing to remember is that Being quiet doesn’t mean being disengaged. 

Some players are quieter because they’re processing, observing, or just not into talking unless it matters. That’s not a flaw - that’s a playstyle. As the GM, it is your job to pay attention to when they do pipe up - is it when you ask them direct questions about their involvement in the world? Do they ask clarifying questions during lore drops? Is it when the party is figuring out strategy? Is it discussing optimal builds for when characters level? What gets them talking? What we are going to talk about is how to get quieter players more into the roleplay piece though.

Tip 1: Use successful rolls for characterization
I swear by this. When a quieter player nails a knowledge roll, I hand them the lore and ask, “Why would your character know that?” It’s a soft pitch for characterization without putting them on stage. They get to deepen their character privately, without needing to “perform.”

Tip 2: Create Spotlight Moments on Purpose
Design encounters where that quiet character has to step up. Think locked doors only they can pick, or a diplomat who only recognizes them by a forgotten nickname. These are invitations, not obligations—but they can matter. They say: “The story needs you.”

Tip 3: Use Gentle Prompts
Ask questions like, “What’s your character thinking right now?” or if other party members have specifically called out they are doing something, you should ask “What have you been doing in the meanwhile? ‘Nothing particular’ is perfectly fine, I just wanted to check.” This gives them a chance to engage with the moment if they want to but doesn’t put them on the spot.

Tip 4: Small-Scale Interactions
Pair quiet players with more chatty or active ones in scenes where their characters have to work together. Maybe they take watch together or scout ahead, just the two of them This allows them to engage in smaller, more focused interactions rather than needing to speak in front of the entire group and one-on-one scenes feel lower-pressure and more personal. Creating this privacy can yield some incredibly meaningful play. 

Tip 5: Manage the Spotlight
Sometimes louder players can dominate the session, making it harder for quieter individuals to contribute. GMs should manage table dynamics by ensuring there’s space for everyone to speak. One way to do this is to call that you are going to end a scene and move on to the quieter player. It doesn’t need to be this big confrontational thing, just a light reminder to the table that you are aware of pacing. “We’re going to wrap with Ella here in a second and move on to Pedro. Any final things Ella wants to do before we move on?” As mild as that is more than enough. This also emphasizes a sense of collaborative storytelling, where each player’s contribution helps drive the narrative forward, and where everyone at the table is working together to create the experience.

Tip 6: Check-ins
I’m really not into this thing of pretending the game isn’t a game. It is. So, in your role as GM, explicitly ask players if they prefer to have more direct involvement or if they’re happy with their level of participation. “Do you want more in-character hooks, or are you happy with the vibe?” Make space for people to answer privately. You’re not breaking immersion—you’re building trust.

So, bottom line: quieter players don’t need to be louder—they just need to be seen. By creating intentional moments, asking open questions, managing spotlight time, and just straight-up asking what they need, you’re not only engaging them—you’re building a table where everyone matters. That’s the heart of collaborative storytelling.

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