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DM: Encouraging More Role-Playing in an RPG
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<blockquote data-quote="Janx" data-source="post: 5912132" data-attributes="member: 8835"><p>I swear I answered a thread like this last month on how to get the players to roleplay more...</p><p></p><p>I don't make my players write up huge backgrounds. I do ask that they give me a sense of what the PC is like. Is he smooth or gruff. Does he try to help people, or is he selfish.</p><p></p><p>I also try to make the quests be personally relevant to the PCs. I don't do quests to deliver a jug of milk to the far side of town for 5gp. Not unless the PCs are REALLY into running a milk delivery business or scabbling for coin.</p><p></p><p>Instead, I make quests that I thinkt he PCs would personally take an interest in. Perhaps because it revolves around a topic of import to them (I want to run this town, so of course I'm going to protect it).</p><p></p><p>Try to encourage 1st person dialog with important NPCs. Don't stop and dicker around buying turnips. But do try to setup instances where important NPCs ask the PCs for advice, "I'm having this kind of problem, what do you think I should do PC#2?"</p><p></p><p>The players may just like killing monsters and stuff, but you can still incorporate some role-playing moments into it. Don't just make the dungeon be yet another set of randomly generated rooms. Put some NPCs into the mix who need help or want what the PCs have. Don't just make it the typical screw-job quest. Introduce NPCs who want an item from Room 5 that they can't get, or want to use the 1st level dungeon as a base, after the PCs clear it. Anything that gets them interacting with people who are allies, or at least not threats.</p><p></p><p>Introduce some causes that the players might get behind (free the house-elves!). This also sets up the sympathetic villain. Make an NPC who believes in cause X, that some of the players also agree with. Over time, radicalize the NPC to where they've escalated operations from fund-raising, to protests, to acts of violence.</p></blockquote><p></p>
[QUOTE="Janx, post: 5912132, member: 8835"] I swear I answered a thread like this last month on how to get the players to roleplay more... I don't make my players write up huge backgrounds. I do ask that they give me a sense of what the PC is like. Is he smooth or gruff. Does he try to help people, or is he selfish. I also try to make the quests be personally relevant to the PCs. I don't do quests to deliver a jug of milk to the far side of town for 5gp. Not unless the PCs are REALLY into running a milk delivery business or scabbling for coin. Instead, I make quests that I thinkt he PCs would personally take an interest in. Perhaps because it revolves around a topic of import to them (I want to run this town, so of course I'm going to protect it). Try to encourage 1st person dialog with important NPCs. Don't stop and dicker around buying turnips. But do try to setup instances where important NPCs ask the PCs for advice, "I'm having this kind of problem, what do you think I should do PC#2?" The players may just like killing monsters and stuff, but you can still incorporate some role-playing moments into it. Don't just make the dungeon be yet another set of randomly generated rooms. Put some NPCs into the mix who need help or want what the PCs have. Don't just make it the typical screw-job quest. Introduce NPCs who want an item from Room 5 that they can't get, or want to use the 1st level dungeon as a base, after the PCs clear it. Anything that gets them interacting with people who are allies, or at least not threats. Introduce some causes that the players might get behind (free the house-elves!). This also sets up the sympathetic villain. Make an NPC who believes in cause X, that some of the players also agree with. Over time, radicalize the NPC to where they've escalated operations from fund-raising, to protests, to acts of violence. [/QUOTE]
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