Nimble Goodbarrel
First Post
However, I play 3.5 edition, and all the skill checks kinda stomp all over the real talky parts. Players will just say, "I rolled 17" and leave it at that. But the DMG (for 3.5 at least, although I assume 4th has something similar) talks about how you can award circumstance bonuses for those players who really navigate the situation carefully. And so I decided to merge the old school with the new school -- we talk out whatever skill check is coming up, and those who navigate well earn a +2 or +4 circumstance bonus.
Totally agree and I do this. However I haven't used this outside of a skill challenge and I should.
You're mistaken. Solving puzzles, providing it is done in-character, very much is role-playing. And, for that matter, engaging in combat may very well be role-playing, provided it is approached in-character, and not merely as a tactical puzzle to be solved in the optimum manner.
I agree with this aswell. The problem is that they don't solve the problem in character and act as their characters would. If they did then I would have no problem with it at all. Instead I feel like I could bring a crossword to the table and have as much fun.
The next step from there is to encourage the players to start directing the action.
I had this conversation with my oldest friend at the table. For arguments sake we will call him Andrew. I told him that I felt that he played much better when we first started playing (about 15 years ago), because he took control of the action. Andrew said that he felt his character is more of a tactician and focuses on combat. (I equate this with playing the silent ranger who sits at the back and keeps to himself). He said that he was honourable and that his character wouldn't cause trouble. I asked "Why do you have to cause trouble to take control?" He didn't have an answer.
Hey, the big question you have scrupulously avoided answering is:
What the heck do you (Nimble Goodbarrel) mean by 'role playing'?
I knew this was coming and I thought that I would cross that Troll invested bridge when I came to it.
I think that role playing in D&D terms means to act or play a character which may have elements of yourself included but is generally different than yourself and would act in a different manner than you would in a given situation.
I once had a player who said that he was going to role play his character as himself. His character was going to act as HE would act in those situations. I don't think this is role playing and we don't game with him anymore.
The reward system can work well, another option to bonus xp could be to give a roleplay point at the end of the session.
This could either be used as a reroll or as a success if used before a roll.
Wonderful idea I think I am going to use this. Thanks.
Better yet, have them players give you the actual motivations, goals, et cetera, and then you work them into the adventure. Link concrete rewards to these motivations, goals, et cetera. That way the players are responsible for both the criteria and their own progress toward meeting that criteria.
I actually asked for back stories for their characters. No one has given me one yet. I have asked for it a couple of times and explained my reasoning for it. I feel that they are just not that into it.
Here are my suggestions.
1) Address your players by their character name. Like, when it's Greg's turn to go say "What's Galrath the Grim going to do?"
Done.
2) Do you use the battlegrid? I find it can detract from the group's ability to creatively imagine a situation. Try running a combat or two without the battlegrid.
We do use the battlegrid however I try to use it only for big encounters. Maybe three per session.
3) Flesh out time spent back in town. Adventurers attract all sorts of trouble, from greedy dwarves, to apprentice wizards to comely young ladies. These sort of encounters may have nothing to do with the over-arching plot.
Done as well. Acutally I love doing this, however for the reasons stated above I rarely get a fish to bite.
5) Put the player characters in situations where their mental state is slightly altered. It's hard to make good decisions whilst drunk or high. You can then watch the players reason out how their characters would behave in such a situation.
This would be a dangerous thing for my group. On occassion there is some real life situations like this at the table.
You might also want to try to recruit one of the players to help you. If all three are resistant, pick the one that's at least willing to meet you half way. Talk to him aside for a bit and try to get him on board, or at least let him know that you're going to spotlight him in the next game.
Then, at a logical point in the session, turn to that player and try to engage him one on one. Have an NPC talk to him in character. Lead by example. Cut the other guy lots of slack and don't worry about how successful you are the first time out.
I actually have tried to do this with everyone at the table not just who I think is the best. I try at least once a session to give everyone the chance to shine and be tin the spot light. Maybe I do have to focus on one player instead and keep at them until the others follow.
Again that you everyone for your responses, some really good ideas and I appreciate your help.