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How do I get more roleplaying out of my Players?
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<blockquote data-quote="William Ronald" data-source="post: 4488" data-attributes="member: 426"><p>Creamsteak,</p><p></p><p>Sorry I did not get back to you sooner. I had some problems trying to post a reply and was away from home (and my PC) most of the day.</p><p></p><p>It is difficult to make someone care. Indeed, I have known people who were so indifferent that they have endangered their lives and their health. (Also, hurting loved ones in the process.) Sometimes it is difficult to make a person care about the real world, let alone relatives of a fictional character.</p><p></p><p>However, actions and inaction do have their consequences. Consider. How many people would want to associate with someone who did not lift a hand to save his own brother? Would anyone wish to train such a character? Also, how would other friends and family members react. In the case of the half-dragon githyanki and the half-celestial, they may find that they have irate relatives. As much as some families fight amongst themselves, it is quite another thing for an outside enemy to come in and cause harm. Possibly the characters could find that they are targeted for vengeance by grieved loved ones.</p><p></p><p>Then there is always the chance that the death of someone will effect the character. There is the possibility of an angry, vengeful ghost. Or possibly sacrificing a character's brother will help a PCs enemy be in a position to harm him. In Celtic mythology, there was a weapon called a tathlum -- essentially a human head covered with layers of lime. When thrown at a relative or friend of the deceased, it could be potentially lethal.</p><p></p><p>In game, I think NPCs will resent being used or abused by PCs. They may find every open door slammed shut. They may even have trouble being hired as adventurers, for who can trust a faithless man. (If you had to hire an adventurer, would you want someone who did not even take the time to save the life of his own brother? Probably not.)</p><p></p><p>I think that you need to also reward role playing. Possibly you could reward good role playing. A positive incentive might work. It is often easier to use a carrot and a stick, rather than just a carrot or a stick.</p><p></p><p>By all means talk to the players. It seems that you and at least some of the players have different visions about what you want out of the campaign. I second mixmaster's advice, and urge you to talk and listen to your players. I hope it works out. If not, chalk it up to a learning experience and move on. Sometimes that is all you can do - in life or gaming.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 4488, member: 426"] Creamsteak, Sorry I did not get back to you sooner. I had some problems trying to post a reply and was away from home (and my PC) most of the day. It is difficult to make someone care. Indeed, I have known people who were so indifferent that they have endangered their lives and their health. (Also, hurting loved ones in the process.) Sometimes it is difficult to make a person care about the real world, let alone relatives of a fictional character. However, actions and inaction do have their consequences. Consider. How many people would want to associate with someone who did not lift a hand to save his own brother? Would anyone wish to train such a character? Also, how would other friends and family members react. In the case of the half-dragon githyanki and the half-celestial, they may find that they have irate relatives. As much as some families fight amongst themselves, it is quite another thing for an outside enemy to come in and cause harm. Possibly the characters could find that they are targeted for vengeance by grieved loved ones. Then there is always the chance that the death of someone will effect the character. There is the possibility of an angry, vengeful ghost. Or possibly sacrificing a character's brother will help a PCs enemy be in a position to harm him. In Celtic mythology, there was a weapon called a tathlum -- essentially a human head covered with layers of lime. When thrown at a relative or friend of the deceased, it could be potentially lethal. In game, I think NPCs will resent being used or abused by PCs. They may find every open door slammed shut. They may even have trouble being hired as adventurers, for who can trust a faithless man. (If you had to hire an adventurer, would you want someone who did not even take the time to save the life of his own brother? Probably not.) I think that you need to also reward role playing. Possibly you could reward good role playing. A positive incentive might work. It is often easier to use a carrot and a stick, rather than just a carrot or a stick. By all means talk to the players. It seems that you and at least some of the players have different visions about what you want out of the campaign. I second mixmaster's advice, and urge you to talk and listen to your players. I hope it works out. If not, chalk it up to a learning experience and move on. Sometimes that is all you can do - in life or gaming. [/QUOTE]
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