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How much role-playing?
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<blockquote data-quote="Quickbeam" data-source="post: 530707" data-attributes="member: 635"><p>aliensex poses an important question (how weird does <em>that</em> phrase sound?!?). Your primary task as DM (IMO) is to run a game that provides the maximum amount of enjoyment, for the maximum number of people, as often as possible. Certainly there will be sessions wherein the activity and encounters favor the minority, but if your group doesn't care for a lot of roleplaying in their game, I don't recommend focusing entire nights around it if possible. Hopefully that doesn't leave you running a game which has little appeal to your personal tastes <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" />.</p><p></p><p>For my part, some adventures (or singular sessions) require lots of roleplaying, while others only need short bursts of in-character exploration and detective work. In terms of trying to promote more active roleplaying, you might explain how it helps create a more realistic, dramatic aura to the game. You could offer XP rewards to players that do a better jop of immersing themselves in your scenarios. Or you could attempt to run the party through a module with very little combat, but lots of PC interaction and puzzle solving.</p></blockquote><p></p>
[QUOTE="Quickbeam, post: 530707, member: 635"] aliensex poses an important question (how weird does [i]that[/i] phrase sound?!?). Your primary task as DM (IMO) is to run a game that provides the maximum amount of enjoyment, for the maximum number of people, as often as possible. Certainly there will be sessions wherein the activity and encounters favor the minority, but if your group doesn't care for a lot of roleplaying in their game, I don't recommend focusing entire nights around it if possible. Hopefully that doesn't leave you running a game which has little appeal to your personal tastes :(. For my part, some adventures (or singular sessions) require lots of roleplaying, while others only need short bursts of in-character exploration and detective work. In terms of trying to promote more active roleplaying, you might explain how it helps create a more realistic, dramatic aura to the game. You could offer XP rewards to players that do a better jop of immersing themselves in your scenarios. Or you could attempt to run the party through a module with very little combat, but lots of PC interaction and puzzle solving. [/QUOTE]
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