Also, give them an objective that they know will lead to more sweet, fun killing.
I.e., they are hunting a dragon. They need a DragonLance (TM) to really bring the pain to that Dragon. The only way to get the Lance is to head into the Caves of Oogly-Boogly (where there will be some combat, certainly) and talk to the ancient protector of the Lance, Skippy the Wonder Ogre. You can't kill Skippy, because only he knows the password to open the Impenetrable Door beyond which the Lance lies.
Now, when they get there, Skippy can't remember the word, but he knows that he wrote down a password reminder phrase over in a different part of the Caves of Oogly-Boogly. This place is guarded by traps that require solving riddles or something.
Anyway, the point being, if they kill Skippy, they lose. If they chat with Skippy, solve his conundrum, and get the Lance, the combat with the dragon is way cooler.
I'll be honest, coming up with really good roleplaying scenarios can be harder than good combats, but I'd say they are easy to "roll with." If it's not going well, let the players kill the guy. If it is, string it out, make the NPC even more intertwined with the plot.
Lastly, as mentioned above, make some of the badguys more interesting. Even during the fight, have the badguys talk. I remember watching the D&D Podcasts and how David Noonan (I believe) was just talking in silly voices the whole time as each mook, as well as making slurping sounds when the Mind Flayer got a hold of a PC. That kind of thing might help out too.
And if one of the players thinks roleplaying is "gay," tell him to bring his iPhone or his Nintendo DS while the people who enjoy roleplaying do the RPing stuff. He can play with his Nintendogz or go on YouTube and watch hawt grlz playing Wii Fit. He's obviously mature enough for that
I.e., they are hunting a dragon. They need a DragonLance (TM) to really bring the pain to that Dragon. The only way to get the Lance is to head into the Caves of Oogly-Boogly (where there will be some combat, certainly) and talk to the ancient protector of the Lance, Skippy the Wonder Ogre. You can't kill Skippy, because only he knows the password to open the Impenetrable Door beyond which the Lance lies.
Now, when they get there, Skippy can't remember the word, but he knows that he wrote down a password reminder phrase over in a different part of the Caves of Oogly-Boogly. This place is guarded by traps that require solving riddles or something.
Anyway, the point being, if they kill Skippy, they lose. If they chat with Skippy, solve his conundrum, and get the Lance, the combat with the dragon is way cooler.
I'll be honest, coming up with really good roleplaying scenarios can be harder than good combats, but I'd say they are easy to "roll with." If it's not going well, let the players kill the guy. If it is, string it out, make the NPC even more intertwined with the plot.
Lastly, as mentioned above, make some of the badguys more interesting. Even during the fight, have the badguys talk. I remember watching the D&D Podcasts and how David Noonan (I believe) was just talking in silly voices the whole time as each mook, as well as making slurping sounds when the Mind Flayer got a hold of a PC. That kind of thing might help out too.
And if one of the players thinks roleplaying is "gay," tell him to bring his iPhone or his Nintendo DS while the people who enjoy roleplaying do the RPing stuff. He can play with his Nintendogz or go on YouTube and watch hawt grlz playing Wii Fit. He's obviously mature enough for that
