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<blockquote data-quote="masshysteria" data-source="post: 3525187" data-attributes="member: 16055"><p>I think it is a noble goal, so I'll throw in my 2 cents.</p><p></p><p>I recently played my first session of Dog in the Vineyard and while I'd love to gush about the game, I found it was great for helping develop role playing. Each time the players or GM performs a see or a raise with their dice, they must describe in-character what is happening responding to what was previously said. This results in a back-and-forth conversation/description of the action. So, try adding in-character descriptions every time you roll dice.</p><p></p><p>The second thing I noticed was how NPC motivations help in determining how to "play" the NPC. Dogs has the GM do a little exercise for the town the PCs visit. Basically, it asks what each character wants from the PCs. Instead of just thinking of NPCs as walking adventure hooks (people that give "stuff" to the PCs), retool them to want something from the PCs. Maybe it is nefarious or maybe it is noble, but this give a reason for the NPCs existence and interaction with the PCs. With this motivation it is the easy to ask yourself how this character would act. With that answer, just act it out.</p><p></p><p>Oh, and I forgot this in my original post, but it is quite helpful. Never use 7 NPCs when 3 will do. It is easier to come up with and play 3 NPCs than 7.</p></blockquote><p></p>
[QUOTE="masshysteria, post: 3525187, member: 16055"] I think it is a noble goal, so I'll throw in my 2 cents. I recently played my first session of Dog in the Vineyard and while I'd love to gush about the game, I found it was great for helping develop role playing. Each time the players or GM performs a see or a raise with their dice, they must describe in-character what is happening responding to what was previously said. This results in a back-and-forth conversation/description of the action. So, try adding in-character descriptions every time you roll dice. The second thing I noticed was how NPC motivations help in determining how to "play" the NPC. Dogs has the GM do a little exercise for the town the PCs visit. Basically, it asks what each character wants from the PCs. Instead of just thinking of NPCs as walking adventure hooks (people that give "stuff" to the PCs), retool them to want something from the PCs. Maybe it is nefarious or maybe it is noble, but this give a reason for the NPCs existence and interaction with the PCs. With this motivation it is the easy to ask yourself how this character would act. With that answer, just act it out. Oh, and I forgot this in my original post, but it is quite helpful. Never use 7 NPCs when 3 will do. It is easier to come up with and play 3 NPCs than 7. [/QUOTE]
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