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How do i get my players roleplaying?
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<blockquote data-quote="Altin" data-source="post: 183204" data-attributes="member: 3107"><p><strong>NPC preperation</strong></p><p></p><p>This is in response to the several people asking what sort of prep GMs do for NPCs to make them more 'interactable' with. Personally, I take the approach of preparing only those things which I expect the players to interact with. Namely:</p><p></p><p>1) A picture. The way someone - especially a stranger - looks often is a major component of how we assess and relate to them. Thus, most of my NPCs have a portrait which gets given to players as a handout when they are encountered. Not being a very artistic person myself I usually steal from places like Elfwood ( <a href="http://elfwood.lysator.liu.se/" target="_blank">http://elfwood.lysator.liu.se/</a> Lots of fantasy-themed art, including many a portrait).</p><p></p><p>2) List of relevant things NPC knows which the party may logically ask about or which may come up in the conversation. Life goals and long-term plans don't often occur in casual conversation so this tends to include information about local happenings or immediate goals and concerns. The fellow running the city guard, for instance, is likely to have information on recent local crimes and detailing that may be more usefull than thinking up a reason he decided to dedicate his life to upholding the law.</p><p></p><p>3) Some idea of general character traits and tendencies so that I have some way of determining what happens when the players throw something at the NPC that I didn't expect them to. This usually involves determining a few dominant behavioural traits - the town mayor is a lot easier to play in a versetile manner when I know he is 'greedy and overly concerned with his own reputation' or 'prone to jump to conclusions and pedantic about having everything done by the book'. </p><p></p><p>What I don't usually do is stat (non combat) NPCs or provide them with detailed histories unless they happen to be recurring figures and important to the wider goals of my PCs. This sort of information tends to eat up a lot of time and very rarely comes directly into play (and even when it does, it is easy enough to just wing it).</p><p></p><p>Anyway, just my two cents.</p><p></p><p>Yours, </p><p></p><p> Altin</p></blockquote><p></p>
[QUOTE="Altin, post: 183204, member: 3107"] [b]NPC preperation[/b] This is in response to the several people asking what sort of prep GMs do for NPCs to make them more 'interactable' with. Personally, I take the approach of preparing only those things which I expect the players to interact with. Namely: 1) A picture. The way someone - especially a stranger - looks often is a major component of how we assess and relate to them. Thus, most of my NPCs have a portrait which gets given to players as a handout when they are encountered. Not being a very artistic person myself I usually steal from places like Elfwood ( [url]http://elfwood.lysator.liu.se/[/url] Lots of fantasy-themed art, including many a portrait). 2) List of relevant things NPC knows which the party may logically ask about or which may come up in the conversation. Life goals and long-term plans don't often occur in casual conversation so this tends to include information about local happenings or immediate goals and concerns. The fellow running the city guard, for instance, is likely to have information on recent local crimes and detailing that may be more usefull than thinking up a reason he decided to dedicate his life to upholding the law. 3) Some idea of general character traits and tendencies so that I have some way of determining what happens when the players throw something at the NPC that I didn't expect them to. This usually involves determining a few dominant behavioural traits - the town mayor is a lot easier to play in a versetile manner when I know he is 'greedy and overly concerned with his own reputation' or 'prone to jump to conclusions and pedantic about having everything done by the book'. What I don't usually do is stat (non combat) NPCs or provide them with detailed histories unless they happen to be recurring figures and important to the wider goals of my PCs. This sort of information tends to eat up a lot of time and very rarely comes directly into play (and even when it does, it is easy enough to just wing it). Anyway, just my two cents. Yours, Altin [/QUOTE]
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