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Rewarding Roleplaying

Matt James

Game Developer
I'm curious and wanted to start a discussion about rewarding roleplaying. I wanted to do a bit of an unscientific examination. Whether a DM or a player, do you manage/appreciate non-combat based rewards? All things being equal, do you reward players at your table for roleplaying? If so, how? Do you find incentivizing this behavior works for you?

In my own campaigns, I heavily reward players who make decisions based on their character instead of static rewards for, say, combat. Again, just curious to see what people here do. :heh:
 

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Yep - bonus points. Cash them in any time to add 1 to a roll you just made or subtract 1 from a roll just made against you. Every time a player does something cool or brave or funny or anything other than "this is the tactically optimal play at this juncture..." I toss them a bonus point token.

I'll sometimes dangle a bonus point token as a potential reward when a player is considering something cool. "Man, I really feel like I should rush over there to help the princess, but I'll take like three opportunity attacks if I do..." "There's a bonus point in it for you...." "Okay!"
 

With my recent group we don't bother with experience at all, instead leveling was tied to the current quest, which typically lasted 2 sessions. I guess the "reward" of involvement, humor, dramatic acting, and such is more time in the spotlight or a greater focus on those elements of play that player goes for.

Our current DM kind of does this with "style points", which accrue after each encounter/challenge or a the DM's whim (when a player does something super cool). It's fun! Personally I shy away from rewarding players in ways that feel subjective. Apparently I'm fine when other DMs do it though. Heh.
 
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I'm curious and wanted to start a discussion about rewarding roleplaying. I wanted to do a bit of an unscientific examination. Whether a DM or a player, do you manage/appreciate non-combat based rewards? All things being equal, do you reward players at your table for roleplaying? If so, how? Do you find incentivizing this behavior works for you?

In my own campaigns, I heavily reward players who make decisions based on their character instead of static rewards for, say, combat. Again, just curious to see what people here do. :heh:

I think the key isnt to reward your players for Roleplaying but to reward them for contributing.

Some groups don't like Roleplaying, some do. Some DMs don't like Roleplaying, some do. It would be unfair as a DM to expect your players to Roleplay just because you want them to, after all whilst the DM puts a great deal of effort into running the game - he is still part of the group and it is no more his game than it is equally his players.

So I think firstly you need to find a group that appeals to the fun elements you enjoy whether you are a DM or a player, having likeminded fellow players is essential in any game but especially in D&D.

Once you are set with that and are either part of a group that likes Roleplaying, likes Wargaming or perhaps something in between (but you are happy with the motiviations within the group) then what you as a DM or player should be looking for in other group members are those that drive the Campagin forward.

(I know you asked about encouraging Roleplaying and whilst that is part of what I am talking about, I wanted to clear up that just crowbarring people into RPing is not the answer, you need to find a group that wants to roleplay before you start encouraging them and if you cant find one or choose not to then you may need to look at encouraging in other ways)

It doesn't matter if the idea is to encourage Roleplaying or other ideals, the principle of my advise is the same.

It isn't about one character taking over the game table with a long poem about how his character worships Ilmater and is going to strike down at the Slavers they are about to burst in on... it is about what one character does to drive the experience forward for the rest.

There are some people I have played with that arent really into the game for some reason (personal reasons, not having fun, not rolling well etc) and I would often find things to talk to them about that included them in the game more... like being interested and ask them about a power their character has, commending them on a well thought out tactical move or perhaps discussing a way to combine tactics to overcome a difficult enemy.

Sure, I could have sat back and let that Player bite his fingernails or flick through his PHB remaining bored with the current Encounter but to me driving the adventure forward means that we are all passionate about the game and be that turning over every stone to find the hidden parchment of Lloth or something more simplistic, the development of the real life social interactions has to come as a priority over what RP spiel a character will spout next.

I am a big RPer, I think it is underused in D&D bigstyle but I don't agree that the idea of DMs to find ways to bribe or reward players to RP is the answer. The idea should be to find ways to encourage or reward players in working together better, interacting in new and exciting ways and being more passionate in their gaming interactions... because no matter if the group want to RP, want to wargame, want to act and be dramatic or want to do whatever they choose.... it will flow a lot better when teamwork is encouraged.

And who knows, you may be convinced that the group want to Roleplay - they keep saying it is something they love but in reality they prefer the game-game side of things and the tactics involved in battle so what would you prefer? A group of so-so roleplayers whos heart isnt 100% in it but you are getting Roleplaying out of them or a group of commited and diehard enthusiastic players who are treating every D20 roll like it is a cliffhanging moment and really enjoying themselves.


Sorry if I got a bit ranting or preaching but I have seen lots of "How do I encourage Roleplaying" posts on forums and I think the direction of those posts is misguided... ultimately if the group want to Roleplay (and it isnt something they plainly dont know how to do... that is a different issue) they will but they won't get to do anything they truly want to do without feeling comfortable with each other and getting to work together well.... encourage THAT from them and whatever motivates them will be written all over their faces before long and rewarding or encouraging those motivations will get better results in the long run.
 

I apologize for not making it clear. I should have clarified that this would be for groups that prefer roleplaying. I'm not advocating the use of force in groups that are not interested in roleplaying.
 

I've done this on and off throughout my DM'ing career. There were two main issues I came across when rewarding RP:

  1. Not everyone is an equal RP'er! My better RP'ers would inevitably accrue more xp, bonus points, etc. It can be difficult to balance rewarding good and poor rp'ers equally, so that neither party is upset.
  2. Not everyone can agree on what's good or bad RP. A good friend of mine has it in his head that any time his character is obstinate, it's good RP. Rewarding him for this encourages the behavior, while not doing so and rewarding other RP makes it seem like he's being cheated.
 

wlmartin;5657954 Some groups don't like Roleplaying said:
So as DM, I'm putting together a group. It would be unfair to reward roleplaying, but fine to kick out a player if I find he doesn't roleplay? :devil:
 

I think the key isnt to reward your players for Roleplaying but to reward them for contributing.
I had a GM who would reward you with Xp for doing things like writing stories to flesh out the setting, if you did side RP that was just in character conversations or planning etc. Basically if you put effort into contributing to the campaign world or the story in some way, you were rewarded.

There are systems that have roleplaying your character as pertinent to the mechanics (DFRPG/Spirit of the Century).

Aside RP being it's own reward, I think that roleplaying should receive non-mechanical story benefits. You accrue favors with NPCs. You make contacts to seek information in the future. You gain a reputation. Etc etc. These build in future opportunities to roleplay your character because later, you'll want to go to that contact for information, you'll want to call in that favor, you'll have people react to your reputation. They also move the story forward.
 

So as DM, I'm putting together a group. It would be unfair to reward roleplaying, but fine to kick out a player if I find he doesn't roleplay? :devil:

I think it comes down to how important Roleplaying is.
I think most people would admit that having a good time and simply playing the game is often good enough and Roleplay just makes it taste a bit sweeter... however if you were running a LARP adventure and someone turned up in their jeans and baseball cap, they would get turned away so turning someone away that doesn't fit with your goals for the group (and more importantly the goals the group share) is fair enough... its just about making sure those things are important enough to kick someone for
 

My general method for things is to reward with attention. The better developed a character is presented in roleplaying, and the more hooks provided, the more attention I put on the character to explore those hooks. NPCs that knew a characters mentioned father, a long lost relative showing up, lore that a character's mentor had that not even a great sage had that becomes important later on; things like that.
 

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