Encouraging better Roleplaying

Lord Vangarel

First Post
During last nights session I introduced a list of what I look for for good roleplaying. The results were dramatic. Suddenly the players that wern't particularly 'roleplaying' started to do more of the things I'm looking for in the knowledge that it earns XP. The session went from stumbling along as normal to a roleplaying feast.

Anyway here's the list, albeit very brief, but if anyone can think of any to add to this please do.

1. Use character names when referring to other party members
2. Follow your alignment
3. Emphasize character traits
4. Contribute in character when talking

As I said the list is brief but the effects were dramatic. :)
 
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If you're spending more then 20% of your time in drop character you're doing something wrong.

The characters are not the players, characters can hate each other when the players don't

It's a game - have fun or go home.
 

Drawmack said:
The characters are not the players, characters can hate each other when the players don't

Far too few people can separate human nature from fantasy, though. I agree, but caution is necessary.

-Fletch!
 

We do have fun, as far as I know the player's don't hate each other.

What I was trying to get across was that by showing them a little direction, i.e. a list of what I think they should be doing for roleplaying, and offering experience as a reward, the players suddenly started doing a lot of the things on the list which improved the session.

The end result was whether anyone else has anything like this they give to players so I can expand my list?
 

Lord Vangarel said:
What I was trying to get across was that by showing them a little direction, i.e. a list of what I think they should be doing for roleplaying, and offering experience as a reward, the players suddenly started doing a lot of the things on the list which improved the session.

The end result was whether anyone else has anything like this they give to players so I can expand my list?

It's always a good idea to briefly remind players what you are seeking in a game, and if they want the same things, that gentle reminder is all it takes. If there are to be additional experience rewards beyond those in the rules, I'd suggest keeping them small. I think that ultimately role-playing becomes its own reward. Nonetheless, one can't argue with success and it sounds like you've hit on a good way to motivate your group! :)
 

In the early to mid 90's I lived in LA and managed to LARP a few times at a convention. I was never hardcore, just did it to try it and have some fun.

One thing they did at every convention LARP event that I participated in was start with a brief listing of rules that helped remind everyone to stay focused on the fun we were trying to have without hurting anyone or scaring regualr people.

The list was small enough to count on one hand, unless my memory has really gotten bad (I don't remember the specific list, but it was simple and short).

Doing that for a D&D game (changing the content of the rules to match the game) is a good idea I should have thought of :)
 

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