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DM: Encouraging More Role-Playing in an RPG
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<blockquote data-quote="Quickleaf" data-source="post: 5909920" data-attributes="member: 20323"><p>[MENTION=97839]Fusiox[/MENTION]</p><p>There's a whole lot you can *try* to do, but IME if it's just the DM who wants a more immersive style of game while the rest of the players are happiest with a "dungeon of the week", then you're fighting an uphill battle. I don't know your group, but I've had this happen in the past, and I was much happier when I adopted a more casual mindset like the other players.</p><p></p><p>With that BIG caveat aside, here are some tricks to increase immersion...</p><p><strong></strong></p><p><strong>1. Start by providing a real choice with multiple outcomes and game-altering consequences.</strong> In a round robin DM setup, "game-altering" could mean different things depending on the consistency (or lack thereof) between DMs. Might be worth conspiring with a like-minded DM. For example, a cursed artifact powered by absorbing souls...destroy it? free the souls? use it despite evil? give it to the temple for safe keeping? sacrifice kobolds to it to increase it's power?</p><p></p><p><strong>2. Introduce a well designed tragic villain,</strong> and it's best if they begin sympathetic and helpful to the PCs, but over the course of an adventure their motives drive them in an opposite direction from the PCs. They don't need to be the "main" villain of the adventure either, actually might be more interesting if they oppose the main villain too (just in a misguided way). What's immersive about a tragic villain? The players expectations are subverted but the subversion is foreshadowed, and they may have differences of opinion about how to handle the tragic villain.</p><p></p><p><strong>3. Have NPCs/the world call out specific features or attributes of the PCs </strong>as both a reflection of the NPC/dungeon designer/character of the city, and as a reminder that the PCs are more than just "dwarf fighter" (not that there's anything wrong with that!).</p><p></p><p></p><p>Those are my best tricks, and may help increase the group's immersion...or they might not, it really depends on your group.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5909920, member: 20323"] [MENTION=97839]Fusiox[/MENTION] There's a whole lot you can *try* to do, but IME if it's just the DM who wants a more immersive style of game while the rest of the players are happiest with a "dungeon of the week", then you're fighting an uphill battle. I don't know your group, but I've had this happen in the past, and I was much happier when I adopted a more casual mindset like the other players. With that BIG caveat aside, here are some tricks to increase immersion... [B] 1. Start by providing a real choice with multiple outcomes and game-altering consequences.[/B] In a round robin DM setup, "game-altering" could mean different things depending on the consistency (or lack thereof) between DMs. Might be worth conspiring with a like-minded DM. For example, a cursed artifact powered by absorbing souls...destroy it? free the souls? use it despite evil? give it to the temple for safe keeping? sacrifice kobolds to it to increase it's power? [b]2. Introduce a well designed tragic villain,[/b] and it's best if they begin sympathetic and helpful to the PCs, but over the course of an adventure their motives drive them in an opposite direction from the PCs. They don't need to be the "main" villain of the adventure either, actually might be more interesting if they oppose the main villain too (just in a misguided way). What's immersive about a tragic villain? The players expectations are subverted but the subversion is foreshadowed, and they may have differences of opinion about how to handle the tragic villain. [b]3. Have NPCs/the world call out specific features or attributes of the PCs [/b]as both a reflection of the NPC/dungeon designer/character of the city, and as a reminder that the PCs are more than just "dwarf fighter" (not that there's anything wrong with that!). Those are my best tricks, and may help increase the group's immersion...or they might not, it really depends on your group. [/QUOTE]
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