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<blockquote data-quote="maddman75" data-source="post: 4999428" data-attributes="member: 2673"><p>The biggest hurdle is getting them to disassociate what's on their character sheet with what they can do. Don't just let them roll a skill check, ask them exactly what they are doing. Social skills, of course, but with all skills. For instance, rather than 'I rolled 17 on Athletics and jump the stream', ask them exactly how they are going to do this. Hand out bonuses like they're candy at halloween to the folks that play along.</p><p></p><p>Another trick is to get into it yourself. You're going to have to risk looking foolish to your players. But you're all friends, right? If you're speaking in first character, maybe doing a funny voice, making gestures and so on, they'll be more likely to get into the act. Though I'll note that one of my rules is that I only do a voice or accent for a character that's supposed to be lighthearted and silly unless I know I can do it very, very well. Because unless you really bring a performance, they're going to take the character as silly.</p><p></p><p>Finally, figure out what makes their characters tick. One thing I dislike about almost all versions of D&D is that the rules don't give you much idea about this. You know how the characters fight very well, but next to nothing about why they fight. If need be, you can use Dread-style questionnaires, ask the players to answer them right before a game. Another trick is flagging - hand them a highlighter and tell them to mark the three things on their character they think are the coolest - could be a feat, power, magic item, or even a bit of background detail. If you include these, the players will be more into the game and more likely to let loose.</p><p></p><p>And of course, don't force it. Roleplaying isn't any great science - all children know how to do it. We adults only need rules because we've forgotten.</p></blockquote><p></p>
[QUOTE="maddman75, post: 4999428, member: 2673"] The biggest hurdle is getting them to disassociate what's on their character sheet with what they can do. Don't just let them roll a skill check, ask them exactly what they are doing. Social skills, of course, but with all skills. For instance, rather than 'I rolled 17 on Athletics and jump the stream', ask them exactly how they are going to do this. Hand out bonuses like they're candy at halloween to the folks that play along. Another trick is to get into it yourself. You're going to have to risk looking foolish to your players. But you're all friends, right? If you're speaking in first character, maybe doing a funny voice, making gestures and so on, they'll be more likely to get into the act. Though I'll note that one of my rules is that I only do a voice or accent for a character that's supposed to be lighthearted and silly unless I know I can do it very, very well. Because unless you really bring a performance, they're going to take the character as silly. Finally, figure out what makes their characters tick. One thing I dislike about almost all versions of D&D is that the rules don't give you much idea about this. You know how the characters fight very well, but next to nothing about why they fight. If need be, you can use Dread-style questionnaires, ask the players to answer them right before a game. Another trick is flagging - hand them a highlighter and tell them to mark the three things on their character they think are the coolest - could be a feat, power, magic item, or even a bit of background detail. If you include these, the players will be more into the game and more likely to let loose. And of course, don't force it. Roleplaying isn't any great science - all children know how to do it. We adults only need rules because we've forgotten. [/QUOTE]
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