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Character/personality rut
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<blockquote data-quote="Quickleaf" data-source="post: 2523319" data-attributes="member: 20323"><p>That's funny, my friends are always telling me I have the reverse problem. All these character voices trapped in my head talking at once. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Besides reducing the number of PCs you run, here are some cool tricks I used as a GM to distinguish between multiple NPCs:</p><p></p><p>* Facing. As in, which direction I'm facing. This is a technique used by storytellers across the world. If I'm facing 45 degrees to the right with my head cocked that's Duke Dunderhead, but if I'm facing 45 degrees to the left with my chin in my chest that's Mortius the Sage. Very good trick.</p><p></p><p>* Gestures. Sort of like physical catch phrases. Everyone has certain gestures they perform. I remember running an Al-Qadim game where the adventure involved the PCs questioning veiled women in a harem after a murder. I placed my hand in front of my mouth when speaking, and WOW! My eye movements and gestures sure became a lot more vivid. Consider having a unique gesture for each PC.</p><p></p><p>* Emotional Content. I think most games can benefit from increased emotional involvement, but it's not everyone's style. Role-playing anger seems to be the easiest, but there's a whole gamut of emotions to bring into the game: lust, loyalty, loss, etc. The more emotionally involved you are in a situation the more likely you are to remember it.</p><p></p><p>* Shadow. This technique came from the WOD Wraith game. Every PC has a dark side, and another player in the group takes on your dark side. Consider it a personality reality check. When you start acting out of character or losing your edge, your "Shadow" will inform you: <em>Hey, we could really come out on top if this spy sneaks by; besides, no point in risking your life after the way the king insulted you!</em> When the "Shadow" speaks, the player uses some kind of cue, like speaking in a sinister voice, or leaning across the table and whispering to you, or holding up a playing card, etc.</p><p></p><p>* Identify Your Pattern. It's not uncommon for players to have one or two roles they love to slip into time and time again. Identify what your pattern is, for example: <em>Strong dutiful types tempted by lust and the quick road to power.</em> Be aware of this trend and compare your current PC to your "natural" role-playing role, noting any differences. You might ask your GM/players to remind you when you slip into the generic role: <em>"Theodoras already rules a kingdom. He is not tempted by the quick road to power, though he is tempted by appearing benevolent to his people."</em></p><p></p><p>* Rubberband on the wrist? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2523319, member: 20323"] That's funny, my friends are always telling me I have the reverse problem. All these character voices trapped in my head talking at once. ;) Besides reducing the number of PCs you run, here are some cool tricks I used as a GM to distinguish between multiple NPCs: * Facing. As in, which direction I'm facing. This is a technique used by storytellers across the world. If I'm facing 45 degrees to the right with my head cocked that's Duke Dunderhead, but if I'm facing 45 degrees to the left with my chin in my chest that's Mortius the Sage. Very good trick. * Gestures. Sort of like physical catch phrases. Everyone has certain gestures they perform. I remember running an Al-Qadim game where the adventure involved the PCs questioning veiled women in a harem after a murder. I placed my hand in front of my mouth when speaking, and WOW! My eye movements and gestures sure became a lot more vivid. Consider having a unique gesture for each PC. * Emotional Content. I think most games can benefit from increased emotional involvement, but it's not everyone's style. Role-playing anger seems to be the easiest, but there's a whole gamut of emotions to bring into the game: lust, loyalty, loss, etc. The more emotionally involved you are in a situation the more likely you are to remember it. * Shadow. This technique came from the WOD Wraith game. Every PC has a dark side, and another player in the group takes on your dark side. Consider it a personality reality check. When you start acting out of character or losing your edge, your "Shadow" will inform you: [i]Hey, we could really come out on top if this spy sneaks by; besides, no point in risking your life after the way the king insulted you![/i] When the "Shadow" speaks, the player uses some kind of cue, like speaking in a sinister voice, or leaning across the table and whispering to you, or holding up a playing card, etc. * Identify Your Pattern. It's not uncommon for players to have one or two roles they love to slip into time and time again. Identify what your pattern is, for example: [i]Strong dutiful types tempted by lust and the quick road to power.[/i] Be aware of this trend and compare your current PC to your "natural" role-playing role, noting any differences. You might ask your GM/players to remind you when you slip into the generic role: [i]"Theodoras already rules a kingdom. He is not tempted by the quick road to power, though he is tempted by appearing benevolent to his people."[/i] * Rubberband on the wrist? ;) [/QUOTE]
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