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<blockquote data-quote="Arlough" data-source="post: 5471618" data-attributes="member: 79335"><p>I agree that this is much something that is determined by each player, but there are a few things that I have noticed help in general at the table.</p><p></p><p><strong>You do what you say</strong>!</p><p>Since we have to say what we do, the reverse is only fair.</p><p>If someone says "I bite my thumb at him." It happens, unless they preface it with something indicating that it is not in game.</p><p>This: <ul> <li data-xf-list-type="ul">helps keep everyone involved</li> <li data-xf-list-type="ul">prevents the taking back of actions when things go unexpectedly "I was just joking, my character would never actually start a fight with 6 lvl+6 enemies!"</li> <li data-xf-list-type="ul">can lead to some <em>very</em> amusing results</li> </ul><p></p><p><strong>What your character says matters!</strong></p><p>Similarly, if someone's active and passive voice are the same, then when they respond jokingly/flippantly to a PC or NPC, their character has actually said that out loud. As for why, see the above list. In addition, if there are other ways of communicating, indicate this as well.</p><p style="margin-left: 20px">Example: In one game, the group all agreed to spend the time (and linguist feat) to develop a signing language (hands), code language (spoken key words), and written code (cryptography) so we could be communicate without giving stuff away to our enemies. If we were using the sign language, we would make up signing gestures as we spoke, to indicate that we were communicating silently. We also had a gesture indicating what the key words were when we were sending verbal cues.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Another example: In my current group, one of the characters has telepathy. The way he indicates that he is using telepathy is he touches his brow with the index finger. The one time he forgot was also amusingly the time his character had just been heavily drugged, so he was speaking out loud in a drunken stupor, and all guards could hear his plan on breaking out of there. It was hilariously fantastic!</p><p></p><p><strong>Everyone should have a goal</strong>!</p><p>Every character is seeking something. Let's face it, adventuring is, quite frankly, crazy. Risking life and limb in the most hazardous places imaginable is something you have chosen to do instead of getting a reasonable day job. Why?</p><p>Is it for the money, the fame, to avenge your father who was killed by a six fingered man? Everybody needs a reason, and should be striving for this.</p><p>Warlocks have even more of a need to define this, they already sold their souls to a powerful being! <em>Why in the world would they do that</em>?!?!?</p><p></p><p>That's all I can think of right now, but if I come up with more, I'll be sure to return and let you know.</p></blockquote><p></p>
[QUOTE="Arlough, post: 5471618, member: 79335"] I agree that this is much something that is determined by each player, but there are a few things that I have noticed help in general at the table. [B]You do what you say[/B]! Since we have to say what we do, the reverse is only fair. If someone says "I bite my thumb at him." It happens, unless they preface it with something indicating that it is not in game. This:[list] [*]helps keep everyone involved [*]prevents the taking back of actions when things go unexpectedly "I was just joking, my character would never actually start a fight with 6 lvl+6 enemies!" [*]can lead to some [i]very[/i] amusing results [/list] [B]What your character says matters![/B] Similarly, if someone's active and passive voice are the same, then when they respond jokingly/flippantly to a PC or NPC, their character has actually said that out loud. As for why, see the above list. In addition, if there are other ways of communicating, indicate this as well. [INDENT]Example: In one game, the group all agreed to spend the time (and linguist feat) to develop a signing language (hands), code language (spoken key words), and written code (cryptography) so we could be communicate without giving stuff away to our enemies. If we were using the sign language, we would make up signing gestures as we spoke, to indicate that we were communicating silently. We also had a gesture indicating what the key words were when we were sending verbal cues. Another example: In my current group, one of the characters has telepathy. The way he indicates that he is using telepathy is he touches his brow with the index finger. The one time he forgot was also amusingly the time his character had just been heavily drugged, so he was speaking out loud in a drunken stupor, and all guards could hear his plan on breaking out of there. It was hilariously fantastic![/INDENT] [B]Everyone should have a goal[/B]! Every character is seeking something. Let's face it, adventuring is, quite frankly, crazy. Risking life and limb in the most hazardous places imaginable is something you have chosen to do instead of getting a reasonable day job. Why? Is it for the money, the fame, to avenge your father who was killed by a six fingered man? Everybody needs a reason, and should be striving for this. Warlocks have even more of a need to define this, they already sold their souls to a powerful being! [i]Why in the world would they do that[/i]?!?!? That's all I can think of right now, but if I come up with more, I'll be sure to return and let you know. [/QUOTE]
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