• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

DM Dilemma

You can't force people to roleplay.
You can't force people to accept such a player, either.

To me, it sounds like a great reason to kick someone out. It's their game, they ought to dump anyone who won't get on board.

For me, I go the opposite way. I often get players who want to act things out too much, or who use voices, or who have props. To me, that's all just creepy. I give them the boot and try to find a replacement who is more like "50% role player, 50% roll player."

YMMV, natch. ;)
 

log in or register to remove this ad

One thing I have found that will start some roleplay at table with reluctant roleplayers is to "roleplay out" the combat as much as I can. With every action or blow, I describe in detail what the monsters are doing. In other words:

"The bugbear who looks the biggest and meanest advances on you, his mace in hand. He growls as he moves in on Granthar. The other two snatch up javelins from the floor, and begin shifting into position to get a clear line on Bruin." Then I ask each PC, in initiative order, to tell me what they're doing.

If they give a plain answer, such as "I attack the big bugbear", I'll respond "okay, you swing aggressively with your greatsword. The bugbear looks surprised at your attack. Roll to hit!"

If they respond with a little more detail, I will give positive feedback, and possibly even a small bonus to hit if I feel they're being particularly "good" in their play. Once they're roleplaying in combat, they're far more likely to turn to each other and say "Good job, Granthar!" than "Kyle, you hit!"

From there, the roleplay DOES gradually increase, in my experience.

You can steal the Stunt rule from Exalted as well. Give the player a Circumstance bonus for having a cool description.
 

Into the Woods

Remove ads

Top