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<blockquote data-quote="1upus" data-source="post: 3523939" data-attributes="member: 19649"><p>Not sure I have much to add to whatever everyone else has written, but thought I would throw my two bits in anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Like many others here, I've played in many games, and to be honest, the bulk of our games end up being roll playing, rather than role playing. Why? Guess it's part of the group. The guy who is our regular GM tends to enjoy the combat aspect more than the gaming aspect, and hence we end up tackling most encounters with violence rather than tact. And, in our group, we found that D&D tended to bring out the hack and slashers in the party rather than role players. There just seemed to be more dungeon crawling than actual social encounters. </p><p></p><p>That changed a little while back when we had a new GM to the mix, plus a new system, in this case, it was AEG's 7th Sea. Looking back on it now, it wasn't so much the system as the GM, but the change in rule set as well as a setting where everyone had a feel for the setting seemed to bring out the role players in the group. Since everyone has seen a swashbuckling movie, it wasn't hard to think up a character concept to start with. From there, the GM seemed to be able to draw out the characters from their concepts. He tailor made encounters/events within the game to suit the characters, making each player grow the character even further. And, to make things more interesting, the GM liked political games,and set things up almost to the point where he had the party going after each other....not in a physically violent sense, but politically. </p><p></p><p>For a generally roll playing group, this was a major change in game play. What it took was a change to shake up the general malaise, plus a setting where everyone had some investment in. The GM filled in the reset by tailoring the game to the characters, rather than making the characters react to an encounter.</p><p></p><p>Since then, we have had a rotation of GMs and in most cases, we end up being very close to roll players again. Some GMs have had more success than others in getting the group to roll play, but never like that first instance.</p><p></p><p>We have just started Pendragon with that 7th Sea GM and the results are still the same. Less of a political game, hence less social interaction in that sense, but still more role playing from the group. Again, we have the same mix that draws out the role playing. </p><p>1] A setting that everyone is familiar with and can draw reference from quickly</p><p>2] A GM that interacts and tailors the game to the players, pulling on both the character's back story as well as the player's individual styles/preferences.</p><p></p><p>Not sure if that is of any help, but as someone else has written above, talk to the group and discuss what you are trying to achieve. Get a consensus from the group and go from there.</p><p></p><p>However, you are doing this the hard way. If you want to learn to role play, its probably easier as a player first, then a GM last. As a GM, not only do you have to focus on the NPCs the players have just encountered, you have to keep track of the larger picture/story.</p></blockquote><p></p>
[QUOTE="1upus, post: 3523939, member: 19649"] Not sure I have much to add to whatever everyone else has written, but thought I would throw my two bits in anyway :) Like many others here, I've played in many games, and to be honest, the bulk of our games end up being roll playing, rather than role playing. Why? Guess it's part of the group. The guy who is our regular GM tends to enjoy the combat aspect more than the gaming aspect, and hence we end up tackling most encounters with violence rather than tact. And, in our group, we found that D&D tended to bring out the hack and slashers in the party rather than role players. There just seemed to be more dungeon crawling than actual social encounters. That changed a little while back when we had a new GM to the mix, plus a new system, in this case, it was AEG's 7th Sea. Looking back on it now, it wasn't so much the system as the GM, but the change in rule set as well as a setting where everyone had a feel for the setting seemed to bring out the role players in the group. Since everyone has seen a swashbuckling movie, it wasn't hard to think up a character concept to start with. From there, the GM seemed to be able to draw out the characters from their concepts. He tailor made encounters/events within the game to suit the characters, making each player grow the character even further. And, to make things more interesting, the GM liked political games,and set things up almost to the point where he had the party going after each other....not in a physically violent sense, but politically. For a generally roll playing group, this was a major change in game play. What it took was a change to shake up the general malaise, plus a setting where everyone had some investment in. The GM filled in the reset by tailoring the game to the characters, rather than making the characters react to an encounter. Since then, we have had a rotation of GMs and in most cases, we end up being very close to roll players again. Some GMs have had more success than others in getting the group to roll play, but never like that first instance. We have just started Pendragon with that 7th Sea GM and the results are still the same. Less of a political game, hence less social interaction in that sense, but still more role playing from the group. Again, we have the same mix that draws out the role playing. 1] A setting that everyone is familiar with and can draw reference from quickly 2] A GM that interacts and tailors the game to the players, pulling on both the character's back story as well as the player's individual styles/preferences. Not sure if that is of any help, but as someone else has written above, talk to the group and discuss what you are trying to achieve. Get a consensus from the group and go from there. However, you are doing this the hard way. If you want to learn to role play, its probably easier as a player first, then a GM last. As a GM, not only do you have to focus on the NPCs the players have just encountered, you have to keep track of the larger picture/story. [/QUOTE]
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