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<blockquote data-quote="InVinoVeritas" data-source="post: 3523663" data-attributes="member: 41485"><p>Role-playing doesn't have to be added artifically; it's what happens all the time, both in and out of combat. Non-combat is everything that happens when you're not in combat, from intrigue to ordering a beer to sleeping. </p><p></p><p>Role-playing can also involve roll-playing at the same time. It's discussing strategy, sharpening weapons, haggling for that armor, and learning Fireball. </p><p></p><p>In addition, role-playing can even happen in the middle of combat. It's taunting your opponent, casting that Fireball with a flourish, or even charging that troll because it just has to die.</p><p></p><p>In short, virtually anything can be role-playing. It doesn't mean you have to choose a substandard combat style, or avoid combat, or artificially inject it into your game. Role-playing can just happen.</p><p></p><p>To add more role-playing to your game, think about your surroundings. Where are the PCs? What are they doing? Is it sunny, raining, cold, hot? Have they just made a friend? Insulted someone? Learned a juicy rumor? What do the townspeople think of the PCs? </p><p></p><p>Just keep asking these questions. Try to imagine yourself as being in the world, living in the world, and being the NPC or monster or whatever. What would you do? What would you say? What would you think? That is the essence of role-playing.</p><p></p><p>The best thing is that it can be done both in combat and out of combat. For example, in my Paridon game (see my sig) the PCs have met with a lot of people in non-combat situations, but they've also met with people in combat situations. Lug is an example of someone who is pretty much only met in combat, but he's still talking, thinking, and responding to the PCs. </p><p></p><p>If you're more comfortable with combat, then you might want to start with role-playing in combat. The half-giant bodyguard: why is he there? How does he fight? How do you think he would react to himself standing around in a combat forgetting about initiative? Why does he do what he does? If you're asking and answering these questions, then his responses will be natural and role-playing.</p><p></p><p>Also, as you get better at this, you'll find that you don't have to actually develop complex, character-driven plots; the characters will do this for you, both PC and NPC. So, the BBEG escapes this time and hides out in town? Great. So, the barmaid at the town was leered at inappropriately and didn't get a tip from the PCs? So what happens if the barmaid serves the BBEG when he walks into the bar? If they learn about each other's dislike of the PCs, they might work together... and now there's a spy with a cover story of a barmaid. Believe me, the complex, character-driven plots will write themselves after a while.</p><p></p><p>You've already taken the first steps and done a fine job. Keep practicing, and it gets easier.</p></blockquote><p></p>
[QUOTE="InVinoVeritas, post: 3523663, member: 41485"] Role-playing doesn't have to be added artifically; it's what happens all the time, both in and out of combat. Non-combat is everything that happens when you're not in combat, from intrigue to ordering a beer to sleeping. Role-playing can also involve roll-playing at the same time. It's discussing strategy, sharpening weapons, haggling for that armor, and learning Fireball. In addition, role-playing can even happen in the middle of combat. It's taunting your opponent, casting that Fireball with a flourish, or even charging that troll because it just has to die. In short, virtually anything can be role-playing. It doesn't mean you have to choose a substandard combat style, or avoid combat, or artificially inject it into your game. Role-playing can just happen. To add more role-playing to your game, think about your surroundings. Where are the PCs? What are they doing? Is it sunny, raining, cold, hot? Have they just made a friend? Insulted someone? Learned a juicy rumor? What do the townspeople think of the PCs? Just keep asking these questions. Try to imagine yourself as being in the world, living in the world, and being the NPC or monster or whatever. What would you do? What would you say? What would you think? That is the essence of role-playing. The best thing is that it can be done both in combat and out of combat. For example, in my Paridon game (see my sig) the PCs have met with a lot of people in non-combat situations, but they've also met with people in combat situations. Lug is an example of someone who is pretty much only met in combat, but he's still talking, thinking, and responding to the PCs. If you're more comfortable with combat, then you might want to start with role-playing in combat. The half-giant bodyguard: why is he there? How does he fight? How do you think he would react to himself standing around in a combat forgetting about initiative? Why does he do what he does? If you're asking and answering these questions, then his responses will be natural and role-playing. Also, as you get better at this, you'll find that you don't have to actually develop complex, character-driven plots; the characters will do this for you, both PC and NPC. So, the BBEG escapes this time and hides out in town? Great. So, the barmaid at the town was leered at inappropriately and didn't get a tip from the PCs? So what happens if the barmaid serves the BBEG when he walks into the bar? If they learn about each other's dislike of the PCs, they might work together... and now there's a spy with a cover story of a barmaid. Believe me, the complex, character-driven plots will write themselves after a while. You've already taken the first steps and done a fine job. Keep practicing, and it gets easier. [/QUOTE]
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