Baldurs_Underdark
Hero
Hey all,
tl;dr, Our DM does not appear to enjoy roleplaying. We (his players) do like to roleplay, but don't achieve anything with it.
We (the players of the campaign) would like to have some non-player characters (NPCs) to interact with and to solve some situations in creative ways that may not involve regular combat... But as soon as we meet some NPCs, they keep walking away from us, ignoring us, or otherwise not interacting with us. Other creative ways to use our environment keeps failing. The thing is though, the campaign frequently takes us to situations where violence really is not the ideal solution, like on busy market squares with many guards, or inside enemy camps. By now, I get the feeling that we should just wait in such situations, because things are already planned ahead anyway. But that means that the roleplaying we do is completely meaningless.
How can we get our DM to allow us to roleplay, or rather, to give meaning to the roleplaying? We keep inventing all kinds of smart solutions to the problems we have, but we just end up fighting our way out of trouble every time.
For example, on a busy square, we tried to free a prisoner by bribing a few people, and then staging an elaborate distraction before making our move. I'd be fine if that failed because we rolled our D20 too low on stealth, sleigh of hand, athletics, etc. ... But we didn't even have to roll. It just failed because our DM wanted us to follow that prisoner around the corner of the street where suddenly the number of guards was smaller so we could attack them. I'd even be OK if we were clearly discouraged from making such plans (e.g. the DM could have just announced that the prisoner was being moved right now). I'd even accept it if it was just a really bad plan, and we got caught and imprisoned by the local guards. But we were given really plenty of opportunity to roleplay, to make plans, but they lead to absolutely nothing. Afterwards we realized that the DM was never going to allow any of our plans to work, because he intended us to have that fight. He even said so!
How can we motivate our DM to at least give us a clear hint when we should engage in roleplay, and when he just wants us to move on to the next point or fight? Note that the DM and us don't know each other so well (we met in reallife at the start of this campaign) so I need some polite way to share my worries.
I'm not looking for the perfect solution, but perhaps some people can share some experience, so that I can use that as inspiration?
[/little rant]
tl;dr, Our DM does not appear to enjoy roleplaying. We (his players) do like to roleplay, but don't achieve anything with it.
We (the players of the campaign) would like to have some non-player characters (NPCs) to interact with and to solve some situations in creative ways that may not involve regular combat... But as soon as we meet some NPCs, they keep walking away from us, ignoring us, or otherwise not interacting with us. Other creative ways to use our environment keeps failing. The thing is though, the campaign frequently takes us to situations where violence really is not the ideal solution, like on busy market squares with many guards, or inside enemy camps. By now, I get the feeling that we should just wait in such situations, because things are already planned ahead anyway. But that means that the roleplaying we do is completely meaningless.
How can we get our DM to allow us to roleplay, or rather, to give meaning to the roleplaying? We keep inventing all kinds of smart solutions to the problems we have, but we just end up fighting our way out of trouble every time.
For example, on a busy square, we tried to free a prisoner by bribing a few people, and then staging an elaborate distraction before making our move. I'd be fine if that failed because we rolled our D20 too low on stealth, sleigh of hand, athletics, etc. ... But we didn't even have to roll. It just failed because our DM wanted us to follow that prisoner around the corner of the street where suddenly the number of guards was smaller so we could attack them. I'd even be OK if we were clearly discouraged from making such plans (e.g. the DM could have just announced that the prisoner was being moved right now). I'd even accept it if it was just a really bad plan, and we got caught and imprisoned by the local guards. But we were given really plenty of opportunity to roleplay, to make plans, but they lead to absolutely nothing. Afterwards we realized that the DM was never going to allow any of our plans to work, because he intended us to have that fight. He even said so!
How can we motivate our DM to at least give us a clear hint when we should engage in roleplay, and when he just wants us to move on to the next point or fight? Note that the DM and us don't know each other so well (we met in reallife at the start of this campaign) so I need some polite way to share my worries.
I'm not looking for the perfect solution, but perhaps some people can share some experience, so that I can use that as inspiration?
[/little rant]