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Help me encourage my "slayers" to roleplay
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<blockquote data-quote="fba827" data-source="post: 4605662" data-attributes="member: 807"><p>"Pasta theory" wow that had me laughing with the visuals it brought to mind of literally throwing NPCs against theyand watching them slide or stick down the armor-coated PCs...</p><p></p><p>In my (albeit limited experience) the pasta theory could go very right or it could go very wrong -- it depends on the players and also the method of implementation. They could just get annoyed by all the NPCs. So keep the interaction with them limited until they seem to want to talk more. And also don't make every NPC that they connect with end up being captured -- that is actually one reason I've had players _not_ want to connect with NPCs in the past, they always had the feeling that the NPC would just be picked off later by bad guys forcing them in to difficult moral situations.</p><p></p><p>What methods do you as the DM, and they as players, use to get info about the next mission? Rumor and gossip hooks are good (non-imposing) ways to get PCs to interact with NPCs to get the initial info on where they need to go to kill stuff.</p><p></p><p>Maybe the NPC that they run in to at the tavern or on the side of the road happens to have some connection to the NPC: an uncle, an old nieghbor, or the old fisherman that used to sell fish to his family. That NPC has a plot hook if they talk to him (if he doesn't, then it will seem wierd for him to be there and not have anything other than chit-chat). Basically, mine the PC backgrounds for potential NPCs and sprinkle one in somewhere. Sherm's background seems to have the most potential there.</p><p></p><p>Another option is to combine the combat with the NPC interaction -- they arrive at a scene to find badguys fighting with an NPC. Or perhaps the NPC is already unconcious and if they rescue her/him at the end of combat she/he will be ever so greatful and latch on to whomever is her/his rescuer talking about how great the PC is like some rabid fanboy. It's a way to test the waters and see how the player and the character react to a chance to show more personality. Also, when they go back to town, a couple people (but not everyone) seems to recognize the particular PC as the guy that was the hero... some asking to see his sword and what not.</p></blockquote><p></p>
[QUOTE="fba827, post: 4605662, member: 807"] "Pasta theory" wow that had me laughing with the visuals it brought to mind of literally throwing NPCs against theyand watching them slide or stick down the armor-coated PCs... In my (albeit limited experience) the pasta theory could go very right or it could go very wrong -- it depends on the players and also the method of implementation. They could just get annoyed by all the NPCs. So keep the interaction with them limited until they seem to want to talk more. And also don't make every NPC that they connect with end up being captured -- that is actually one reason I've had players _not_ want to connect with NPCs in the past, they always had the feeling that the NPC would just be picked off later by bad guys forcing them in to difficult moral situations. What methods do you as the DM, and they as players, use to get info about the next mission? Rumor and gossip hooks are good (non-imposing) ways to get PCs to interact with NPCs to get the initial info on where they need to go to kill stuff. Maybe the NPC that they run in to at the tavern or on the side of the road happens to have some connection to the NPC: an uncle, an old nieghbor, or the old fisherman that used to sell fish to his family. That NPC has a plot hook if they talk to him (if he doesn't, then it will seem wierd for him to be there and not have anything other than chit-chat). Basically, mine the PC backgrounds for potential NPCs and sprinkle one in somewhere. Sherm's background seems to have the most potential there. Another option is to combine the combat with the NPC interaction -- they arrive at a scene to find badguys fighting with an NPC. Or perhaps the NPC is already unconcious and if they rescue her/him at the end of combat she/he will be ever so greatful and latch on to whomever is her/his rescuer talking about how great the PC is like some rabid fanboy. It's a way to test the waters and see how the player and the character react to a chance to show more personality. Also, when they go back to town, a couple people (but not everyone) seems to recognize the particular PC as the guy that was the hero... some asking to see his sword and what not. [/QUOTE]
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