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DM: Encouraging More Role-Playing in an RPG
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<blockquote data-quote="annonn2" data-source="post: 5908628" data-attributes="member: 6676919"><p>I don't really have experience with this as whenever my group changes DM, we usually start a new campaign but I'll offer some ideas. How often is the DM role passed around your group? Maybe try to get your players (and their characters) to do something particularly meaningful that affects something in the setting. It could be a morally grey choice that doesn't really have any good outcomes, just have them see that anything they do can seriously affect the world around them. It gives them a goal that can easily span multiple DMs, let alone multiple sessions. Forgive me for this being very long:</p><p></p><p>For example, in my campaign I had the group hired by a dwarven King to escort his men into what was said to be an abandoned dwarven city. The King however had a hidden agenda; a rival dwarven faction lived in this city, seperated from the rest of the Kingdom for centuries. His plan was to kill the rival dwarves, to avenge an ancestor, using a psionic bomb. Essentially, he was tricking the party into taking this device into the 'abandoned' city.</p><p></p><p>Eventually they realized they were being tricked and had to decide between desroying the city, and killing the other dwarves, in exchange for unimaginable sums of gold, or destroy the device to save the other dwarves, ensuring they would remain poor for the foreseeable future. Needless to say, they chose to spare the city but, in a series of incidents too convoluted to describe here, the city was destroyed anyway. A war erupted around them, and they recieved little reward for their part, and were forced to continue on. However, theyve had to continuously deal with this issue every so often, which I believe invests the players into the story of the world.</p><p></p><p>So, my point is, get them invested in the world around them, not just what they are doing at that particular moment. Have things happening behind the scenes, or even in plain sight, that don't have anything to do with that 'main story'. It'll make the world far more interesting to your players. Also, try discussing issues of continuity with your others DMs, and think about ways you can link your adventures together behind the scenes.</p></blockquote><p></p>
[QUOTE="annonn2, post: 5908628, member: 6676919"] I don't really have experience with this as whenever my group changes DM, we usually start a new campaign but I'll offer some ideas. How often is the DM role passed around your group? Maybe try to get your players (and their characters) to do something particularly meaningful that affects something in the setting. It could be a morally grey choice that doesn't really have any good outcomes, just have them see that anything they do can seriously affect the world around them. It gives them a goal that can easily span multiple DMs, let alone multiple sessions. Forgive me for this being very long: For example, in my campaign I had the group hired by a dwarven King to escort his men into what was said to be an abandoned dwarven city. The King however had a hidden agenda; a rival dwarven faction lived in this city, seperated from the rest of the Kingdom for centuries. His plan was to kill the rival dwarves, to avenge an ancestor, using a psionic bomb. Essentially, he was tricking the party into taking this device into the 'abandoned' city. Eventually they realized they were being tricked and had to decide between desroying the city, and killing the other dwarves, in exchange for unimaginable sums of gold, or destroy the device to save the other dwarves, ensuring they would remain poor for the foreseeable future. Needless to say, they chose to spare the city but, in a series of incidents too convoluted to describe here, the city was destroyed anyway. A war erupted around them, and they recieved little reward for their part, and were forced to continue on. However, theyve had to continuously deal with this issue every so often, which I believe invests the players into the story of the world. So, my point is, get them invested in the world around them, not just what they are doing at that particular moment. Have things happening behind the scenes, or even in plain sight, that don't have anything to do with that 'main story'. It'll make the world far more interesting to your players. Also, try discussing issues of continuity with your others DMs, and think about ways you can link your adventures together behind the scenes. [/QUOTE]
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