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<blockquote data-quote="delericho" data-source="post: 5358320" data-attributes="member: 22424"><p>Have an escape plan for the guy. Then a backup plan. Then a backup backup plan. One of these should (if at all possible) include a contingency for "if I can't move my arms or legs".</p><p></p><p>If all else fails, let them kill the guy. You can always get another NPC.</p><p></p><p></p><p></p><p>Baby steps.</p><p></p><p>Have NPCs address the PC in-character. Have him run into old friends, family, rivals, and so on (and, whatever you do, do not have those NPCs betray the character, get into trouble and need rescuing, or otherwise cause the PC trouble). Gradually, have the PC interact with the setting.</p><p></p><p>Next time he creates a character, ask him for some details up-front. Just a handful of things will do the job.</p><p></p><p>I go for three factoids, the <em>anecdote</em>, the <em>quirk</em> and the <em>dream</em>. And possibly a fourth, the <em>secret</em>. The anecdote is a single fact about the character's past: "he's served as a general in the Clone Wars". The quirk is something about the character's present: "he's a card player, a gambler, a scoundrel. You'd like him." The dream is something the character hopes for in the future: "I want to learn the ways of the Force and become a Jedi like my father." And the secret, if used, is something the character doesn't want others to know, or something he himself wants to find out: "Obi-Wan never told you what happened to your father..."</p><p></p><p>Just putting together a handful of things like that can give a real iconic feel to the characters, while still leaving loads of freedom for the player to then portray the character. It should help.</p><p></p><p>One other thing: if offering role-playing awards to players, those awards should be scaled to the skill of the player. So, over-reward the guy who's finding it difficult, while giving lower awards to more skilled players. As he gets more comfortable, you can reduce the awards back to a 'normal' level.</p></blockquote><p></p>
[QUOTE="delericho, post: 5358320, member: 22424"] Have an escape plan for the guy. Then a backup plan. Then a backup backup plan. One of these should (if at all possible) include a contingency for "if I can't move my arms or legs". If all else fails, let them kill the guy. You can always get another NPC. Baby steps. Have NPCs address the PC in-character. Have him run into old friends, family, rivals, and so on (and, whatever you do, do not have those NPCs betray the character, get into trouble and need rescuing, or otherwise cause the PC trouble). Gradually, have the PC interact with the setting. Next time he creates a character, ask him for some details up-front. Just a handful of things will do the job. I go for three factoids, the [i]anecdote[/i], the [i]quirk[/i] and the [i]dream[/i]. And possibly a fourth, the [i]secret[/i]. The anecdote is a single fact about the character's past: "he's served as a general in the Clone Wars". The quirk is something about the character's present: "he's a card player, a gambler, a scoundrel. You'd like him." The dream is something the character hopes for in the future: "I want to learn the ways of the Force and become a Jedi like my father." And the secret, if used, is something the character doesn't want others to know, or something he himself wants to find out: "Obi-Wan never told you what happened to your father..." Just putting together a handful of things like that can give a real iconic feel to the characters, while still leaving loads of freedom for the player to then portray the character. It should help. One other thing: if offering role-playing awards to players, those awards should be scaled to the skill of the player. So, over-reward the guy who's finding it difficult, while giving lower awards to more skilled players. As he gets more comfortable, you can reduce the awards back to a 'normal' level. [/QUOTE]
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