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How do I get more roleplaying out of my players?
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<blockquote data-quote="Janx" data-source="post: 3222329" data-attributes="member: 8835"><p>For new PCs, at most, I require a 1 paragraph summary of their PC. It should cover, parentage, siblings, home town, where class was learned. Any more than that is a waste, as the PC might die on the first adventure.</p><p></p><p>I don't even use PC background for the first few short adventures, as they tend to not be done, and the PCs are still solidifying how they want the PC to be.</p><p></p><p>Giving XP for roleplaying is a good idea. Its certainly better than doing nothing. Ideally, you'd want to give a comparable amount, akin to what the PC would get for combat. By making non-combat solutions equal in value to combat solutions, you make them viable alternatives. (note, one could argue that you could kill a shopkeeper and take the item you want, or negotiate...whether that's worth XP may be balanced by the non-monetary benefit of NOT killing him, aka not committing crimes has its own benefit).</p><p></p><p></p><p>You might consider making NPCs that are willing to talk. Talking to shopkeepers to buy gear, initially can be fun, but some folks find it tiresome to roleplay the purchase of supplies. If that conversation included local gossip, or whatnot, now you've transformed the interaction into some role-play opportunity.</p><p></p><p>Also, make your NPCs want to hear what the PCs have to say. Ask the PCs questions, for advice, what not. This may give your players incentive to talk.</p><p></p><p>Talking is the first step to roleplaying. Get them to talk to NPCs, balance the level of chatter (skip the boring parts), and you should be OK.</p><p></p><p>Also, don't make the whole thing about roleplaying and talking. Some folks belly up to the table to kill things and take their stuff.</p></blockquote><p></p>
[QUOTE="Janx, post: 3222329, member: 8835"] For new PCs, at most, I require a 1 paragraph summary of their PC. It should cover, parentage, siblings, home town, where class was learned. Any more than that is a waste, as the PC might die on the first adventure. I don't even use PC background for the first few short adventures, as they tend to not be done, and the PCs are still solidifying how they want the PC to be. Giving XP for roleplaying is a good idea. Its certainly better than doing nothing. Ideally, you'd want to give a comparable amount, akin to what the PC would get for combat. By making non-combat solutions equal in value to combat solutions, you make them viable alternatives. (note, one could argue that you could kill a shopkeeper and take the item you want, or negotiate...whether that's worth XP may be balanced by the non-monetary benefit of NOT killing him, aka not committing crimes has its own benefit). You might consider making NPCs that are willing to talk. Talking to shopkeepers to buy gear, initially can be fun, but some folks find it tiresome to roleplay the purchase of supplies. If that conversation included local gossip, or whatnot, now you've transformed the interaction into some role-play opportunity. Also, make your NPCs want to hear what the PCs have to say. Ask the PCs questions, for advice, what not. This may give your players incentive to talk. Talking is the first step to roleplaying. Get them to talk to NPCs, balance the level of chatter (skip the boring parts), and you should be OK. Also, don't make the whole thing about roleplaying and talking. Some folks belly up to the table to kill things and take their stuff. [/QUOTE]
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How do I get more roleplaying out of my players?
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