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<blockquote data-quote="Whimsical" data-source="post: 1669285" data-attributes="member: 3976"><p>Developing character backgrounds isn't enough. They don't do anything if the GM doesn't make the effort to incorporate the player's characters into his game. Many GMs just create adventure for any four or six characters, just as if they were running a published module. Their adventures don't take into account who the characters are, and therefore are difficult for the players to connect with. My recommendation is that you use some Gather Information, Sense Motive, and Diplomacy on your DM so that he will be motivated to incorporate at least your character into what is going on in the game. And because you used Sense Motive on your DM, he will be more likely to do so because you have crafted your character specifically for the kind of game the DM is trying to run.</p><p></p><p>Another roleplaying tool that I use is when I encounter a situation where there is a variety of ways to react to it, I roll a d10 to determine what my character thinks about it. For example, in one game we started out in a prison cell and have escaped and are currently in a survival mode. We have encountered items, such as bags and leather armor made from human skin. I knew my opinion on the matter, but realized that my character may have her own opinion. So, I rolled a d10 to determine "on a scale of one to ten, what do you think about this?" and rolled a 10. I determined that my character finds the use of such items made from human victims to be absolutly horrid, offends one of her core values, and would rather die than use these items. Something that I wouldn't have been able to come up with on my own because I would tend to insert my own perceptions into my character by default. This roll result, of course, resulted in a large roleplaying opportunity which I have used to a great degree.</p></blockquote><p></p>
[QUOTE="Whimsical, post: 1669285, member: 3976"] Developing character backgrounds isn't enough. They don't do anything if the GM doesn't make the effort to incorporate the player's characters into his game. Many GMs just create adventure for any four or six characters, just as if they were running a published module. Their adventures don't take into account who the characters are, and therefore are difficult for the players to connect with. My recommendation is that you use some Gather Information, Sense Motive, and Diplomacy on your DM so that he will be motivated to incorporate at least your character into what is going on in the game. And because you used Sense Motive on your DM, he will be more likely to do so because you have crafted your character specifically for the kind of game the DM is trying to run. Another roleplaying tool that I use is when I encounter a situation where there is a variety of ways to react to it, I roll a d10 to determine what my character thinks about it. For example, in one game we started out in a prison cell and have escaped and are currently in a survival mode. We have encountered items, such as bags and leather armor made from human skin. I knew my opinion on the matter, but realized that my character may have her own opinion. So, I rolled a d10 to determine "on a scale of one to ten, what do you think about this?" and rolled a 10. I determined that my character finds the use of such items made from human victims to be absolutly horrid, offends one of her core values, and would rather die than use these items. Something that I wouldn't have been able to come up with on my own because I would tend to insert my own perceptions into my character by default. This roll result, of course, resulted in a large roleplaying opportunity which I have used to a great degree. [/QUOTE]
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