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Can the DM drive roleplaying?
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<blockquote data-quote="Umbran" data-source="post: 2189915" data-attributes="member: 177"><p>Well, not so hard, actually, if oyu can setup with malice of forethought - </p><p></p><p>Place the game in a culture that recognizes dueling as a form of conflict resolution, but have there be social mores about how things start. You can't just go rip the guy's throat out with your teeth - you have to go through the motions first...</p><p></p><p>If I can come up with that one in less than a minute, I'm sure there's plenty of other solutions <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>As a general rule, having there be nasty reprecussions to wanton violence is a good way to encourage role-play. If your game is set up so that simply attacking each obstacle is likely to be a bad idea for some reason or other, players learn to pick their fights more carefully. Maybe the city guard is tough and likely to hunt them down. Maybe fights are deadly. Maybe the world is status-quo, so that the players never know if they're facing a 1 hit die orc or a 20th level fighter orc. Maybe the party's patron is a political figure that has to look good, or what have you. Just lean towards making violence a measured, considered response, rather than the default response.</p></blockquote><p></p>
[QUOTE="Umbran, post: 2189915, member: 177"] Well, not so hard, actually, if oyu can setup with malice of forethought - Place the game in a culture that recognizes dueling as a form of conflict resolution, but have there be social mores about how things start. You can't just go rip the guy's throat out with your teeth - you have to go through the motions first... If I can come up with that one in less than a minute, I'm sure there's plenty of other solutions :) As a general rule, having there be nasty reprecussions to wanton violence is a good way to encourage role-play. If your game is set up so that simply attacking each obstacle is likely to be a bad idea for some reason or other, players learn to pick their fights more carefully. Maybe the city guard is tough and likely to hunt them down. Maybe fights are deadly. Maybe the world is status-quo, so that the players never know if they're facing a 1 hit die orc or a 20th level fighter orc. Maybe the party's patron is a political figure that has to look good, or what have you. Just lean towards making violence a measured, considered response, rather than the default response. [/QUOTE]
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