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Help me encourage my "slayers" to roleplay
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<blockquote data-quote="Stoat" data-source="post: 4606112" data-attributes="member: 16786"><p>What do you want in terms of roleplaying? Some folks like full-scale in-character immersion and others just want a little chit-chat with the NPC's. Your group doesn't sound like it will ever be interested in the former, and if you feel otherwise, these guys will disappoint you.</p><p></p><p>That said, here's two suggestions that have worked well for me.</p><p></p><p>1) Give the PC's a patron -- a rich and generous patron who needs violence done on his behalf. A petty noble scratching out a kingdom on the frontier, a church leader during a crusade, a mob boss, these are good patrons. The patron gives the PC's quests, which requires talking and RP. He rewards them, which requires more talking and RP. The Patron sends the PC's into heavy combat, which satisfies the slayer in them. </p><p></p><p>2) Put a useful NPC in the second room of the dungeon. Maybe the NPC knows about the general layout and defenses of the place. Maybe he can handle himself in a fight. Point is, talking to him is immediately useful. DO NOT make this NPC a thief, doppleganger, or assassin. (See point 3)</p><p></p><p>3) Resist the temptation to screw over the PC's with NPC's. If NPC's consistently turn out to be doppleganger or assassins bent on killing the party, the players will disengage and descend into paranoia (which can be fun, but isn't what you're looking for). Likewise, if every friend the PC's make dies horribly or gets held for ransom or whatever, the players will feel manipulated and resist getting attached to the NPC's.</p></blockquote><p></p>
[QUOTE="Stoat, post: 4606112, member: 16786"] What do you want in terms of roleplaying? Some folks like full-scale in-character immersion and others just want a little chit-chat with the NPC's. Your group doesn't sound like it will ever be interested in the former, and if you feel otherwise, these guys will disappoint you. That said, here's two suggestions that have worked well for me. 1) Give the PC's a patron -- a rich and generous patron who needs violence done on his behalf. A petty noble scratching out a kingdom on the frontier, a church leader during a crusade, a mob boss, these are good patrons. The patron gives the PC's quests, which requires talking and RP. He rewards them, which requires more talking and RP. The Patron sends the PC's into heavy combat, which satisfies the slayer in them. 2) Put a useful NPC in the second room of the dungeon. Maybe the NPC knows about the general layout and defenses of the place. Maybe he can handle himself in a fight. Point is, talking to him is immediately useful. DO NOT make this NPC a thief, doppleganger, or assassin. (See point 3) 3) Resist the temptation to screw over the PC's with NPC's. If NPC's consistently turn out to be doppleganger or assassins bent on killing the party, the players will disengage and descend into paranoia (which can be fun, but isn't what you're looking for). Likewise, if every friend the PC's make dies horribly or gets held for ransom or whatever, the players will feel manipulated and resist getting attached to the NPC's. [/QUOTE]
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