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Greedy Players? No Roleplaying?
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<blockquote data-quote="kk14" data-source="post: 4663611" data-attributes="member: 49619"><p>Introduce more storyline roleplaying, or situations which require pure role-playing to navigate and escape.</p><p></p><p>My GM started a new campaign, and the first thing he told us was that we each needed to know 2 of the other characters. We spent roughly an hour figuring out who knew who and fitting it into our respective backstories.</p><p></p><p>Are any of them good-aligned? Warn them, and then set up situations in which they have to act according to their alignments or character story instead of looting and killing. If they loot and kill, move them to evil, or neutral (hopefully this won't happen, especially if you warn them), and deny clerics and druids spells, make paladins and monks fall etc. </p><p>Note: that is quite extreme, and it hopefully won't go that far if you warn them about upcoming dilemmas first.</p><p></p><p>After a few encounters like this it becomes the routine to act/play in character.</p><p></p><p>A simple start line can be getting them to explain their character's actions and motivations at the the end of every few sessions.</p><p></p><p>Mostly, just make character depth etc. important to the game. Maybe someone will earn roleplaying XP (that's always a good incentive). The others will quickly follow suit.</p></blockquote><p></p>
[QUOTE="kk14, post: 4663611, member: 49619"] Introduce more storyline roleplaying, or situations which require pure role-playing to navigate and escape. My GM started a new campaign, and the first thing he told us was that we each needed to know 2 of the other characters. We spent roughly an hour figuring out who knew who and fitting it into our respective backstories. Are any of them good-aligned? Warn them, and then set up situations in which they have to act according to their alignments or character story instead of looting and killing. If they loot and kill, move them to evil, or neutral (hopefully this won't happen, especially if you warn them), and deny clerics and druids spells, make paladins and monks fall etc. Note: that is quite extreme, and it hopefully won't go that far if you warn them about upcoming dilemmas first. After a few encounters like this it becomes the routine to act/play in character. A simple start line can be getting them to explain their character's actions and motivations at the the end of every few sessions. Mostly, just make character depth etc. important to the game. Maybe someone will earn roleplaying XP (that's always a good incentive). The others will quickly follow suit. [/QUOTE]
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Greedy Players? No Roleplaying?
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