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<blockquote data-quote="delericho" data-source="post: 5000271" data-attributes="member: 22424"><p>A change of rules system will never fix problems with the personnel at your table.</p><p></p><p></p><p></p><p>You're mistaken. Solving puzzles, providing it is done in-character, very much <em>is</em> role-playing. And, for that matter, engaging in combat may very well be role-playing, provided it is approached in-character, and not merely as a tactical puzzle to be solved in the optimum manner.</p><p></p><p></p><p></p><p>Start small. Rather than jumping straight in to the dungeon, start by giving the PCs actual motivations for their adventures (beyond simple money, if you can). Perhaps they are asked to deal with a little problem by an old friend. Perhaps a newer friend has run into trouble, and needs assisted. (This is even better if that assistance is a diplomatic matter, rather than one to be slain.)</p><p></p><p>Then build on this. Detail the town in which the PCs live, including a number of recurring NPCs, both friends and foils for the PCs. Give the town some life - there should be regular feast days, the PCs may be invited to the wedding of some of their friends/family in the town (consider: weddings are a fairly big deal in our world - how much more important would they be in a "Points of Light" setting in which life could be snuffed out at any time? And remember also, with a smaller urban population, it's quite likely that pretty much everybody will know everybody else!). Perhaps the town will vote to put up a statue honouring their local heroes?</p><p></p><p>The next step from there is to encourage the players to start directing the action. Have NPCs come to them for advice. Have some local folk encourage them to join the town council, or become involved in running the local temple. And then you move on to competing requests, and all the small-scale politics that result from that...</p><p></p><p>And so it goes. Start small, and build upwards from there.</p></blockquote><p></p>
[QUOTE="delericho, post: 5000271, member: 22424"] A change of rules system will never fix problems with the personnel at your table. You're mistaken. Solving puzzles, providing it is done in-character, very much [i]is[/i] role-playing. And, for that matter, engaging in combat may very well be role-playing, provided it is approached in-character, and not merely as a tactical puzzle to be solved in the optimum manner. Start small. Rather than jumping straight in to the dungeon, start by giving the PCs actual motivations for their adventures (beyond simple money, if you can). Perhaps they are asked to deal with a little problem by an old friend. Perhaps a newer friend has run into trouble, and needs assisted. (This is even better if that assistance is a diplomatic matter, rather than one to be slain.) Then build on this. Detail the town in which the PCs live, including a number of recurring NPCs, both friends and foils for the PCs. Give the town some life - there should be regular feast days, the PCs may be invited to the wedding of some of their friends/family in the town (consider: weddings are a fairly big deal in our world - how much more important would they be in a "Points of Light" setting in which life could be snuffed out at any time? And remember also, with a smaller urban population, it's quite likely that pretty much everybody will know everybody else!). Perhaps the town will vote to put up a statue honouring their local heroes? The next step from there is to encourage the players to start directing the action. Have NPCs come to them for advice. Have some local folk encourage them to join the town council, or become involved in running the local temple. And then you move on to competing requests, and all the small-scale politics that result from that... And so it goes. Start small, and build upwards from there. [/QUOTE]
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