Mustrum_Ridcully
Legend
Today, I read an interesting article (beware - behind the DDI paywall) in the recent Dungeon:
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Taking Time On the Other Side)
I found this part particularly interesting:
I think this is an important observation, and I think it might not just apply to DMs alone. DMs have a "special responsiblity", I suppose, but - as a player, you should also react to roleplaying (provided you care for it.). You might be playing ina group that is very "action"-focused and "problem-oriented", with little time spent on the fluffy things - like I do. But I still like to claim that I like more of that. But do I respond in kind as a player? I think - due to recent experiences with a new player that soon left our group after he was disappointed with his RP experiences with us - I don't do enough. The DM allone cannot carry this - he might be important, but can it relay just be him and the player?
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Taking Time On the Other Side)
I found this part particularly interesting:
Respond to Roleplaying
Not every group roleplays. There are a lot of combat monkeys out there, and even groups that think they are hardcore roleplayers might be surprised at how crunchy they really are, if they had a chance to sit back and watch themselves play. It’s easy in the rush of conditions, modifiers, and questions about forced movement to skip right over a player's attempt at real roleplaying when it pops up. Keep an ear open and be ready to respond.
At the first hint of roleplaying, respond in kind. Your response doesn’t need to be elaborate; it can be downright simple, even corny, but a player who gets into role is a player who wants to engage the game on a level other than the purely mechanical. Having you step up to the challenge validates that player’s action. When I say validate, I don’t mean anything cheap or tawdry. It’s another way to use the skill of saying yes, and here's why it's important. Validation is not about giving the players everything they want; it's about responding to their wants. When you ignore the roleplayer, that player feels cheated, awkward, or even embarrassed. This doesn’t go just for strangers at conventions, either. Even longtime friends who know you and (in my case) tolerate your quirks feel dejected when faced with validation denial. A good DM challenges and validates with equal measure. It’s the recipe of fun.
The issue is not only one of reactively responding; it’s also about proactively fostering an atmosphere that encourages roleplaying. I’ve heard many times from players, in person and on the web, that they don’t feel 4E fosters roleplaying. I heard those arguments in the days of 3E, too. Heck, I’ve heard them about D&D since I started playing, and competing RPGs try to use this sentiment as a selling point. The truth is that a system can affect roleplaying only in very limited ways. Validating other’s engagement with a response is a far greater promoter of roleplaying.
I think this is an important observation, and I think it might not just apply to DMs alone. DMs have a "special responsiblity", I suppose, but - as a player, you should also react to roleplaying (provided you care for it.). You might be playing ina group that is very "action"-focused and "problem-oriented", with little time spent on the fluffy things - like I do. But I still like to claim that I like more of that. But do I respond in kind as a player? I think - due to recent experiences with a new player that soon left our group after he was disappointed with his RP experiences with us - I don't do enough. The DM allone cannot carry this - he might be important, but can it relay just be him and the player?