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How do I get more roleplaying out of my Players?
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<blockquote data-quote="William Ronald" data-source="post: 2622" data-attributes="member: 426"><p>It seems the player characters assume that the world exists solely for their benefit; it is time to disabuse them of the notion.</p><p></p><p>For those who are reluctant to role play, have them encounter people who matter to them. The half-celestial (who seems not to be acting in a good manner by robbing the jewel merchant) may run into a relative who scolds him for his behavior. Or one who is legitimately worried about him. Of course, agents of darker powers might want to have him as a follower and try to manipulate him. If he refuses, they may decide he is a hindrance to their plans. On a more mundane level, the character may see someone who once knew him. Have this character talk to him. If the player is foolish enough to attack the old friend, have him get a rude surprise. (Project image is a wonderful spell. As is unseen servant.)</p><p></p><p>The githyanki half-dragon is darn lucky he is not being chased by villagers with torches and pitch forks. He may meet members of his own kind who wonders what he is doing slumming with the humans. They may have certain ideas on how he can advance their agenda, and might not be willing to take no for an answer. (Her majesty, the lich queen, might take a personal interest in the character -- if he is likely to be a threat to her power or machinations.) Of course, the character may have a few githzerai out looking for him. It would be reasonable for the githyanki half-dragon to be contacted by someone with a grudge against the illithid. (Unless of course, this person is an agent of the illithid.) The key is to make interactions which the characters can's solve just by loping someone's head off. (If they try an attack in a public square, send in some competent guards with nets and clubs. Or worse, another party of adventurers helps the guards.)</p><p></p><p>Merchants do not like to be intimidated, and may have a few hired guns looking for the party. It would be nasty if a rogue with a few levels of cleric infiltrated the party and tried to engineer their downfall. Or they could be declared persona non-grata and forbidden to enter the town. As word of their bad reputations spread, few people will want to associate with them. (Morale: people do not like being treated badly.)</p><p></p><p>I suggest that the good cleric starts to hear bad news about his associates. He demands penance. If the party is stupid enough to attack the character in his own temple, then they should be ready for nasty consequences.</p><p></p><p>Trainers are important. Imagine if the only person who could train one of the characters was the friend or relative of someone they offended? No training. Worse, training but with an additional cost. (Amulet of inescapable location.)</p><p></p><p>Another thing I try to do is put characters in social situations. Weddings and funerals are great. The characters might have to say something appropriate to the occasion. This can impact on their reputation in the community. Or have the wedding or funeral be for someone the non-role players would actually care about. </p><p></p><p>You can not force a person to role play; you can only set up opportunities. Try to do so. Remember, if the characters act like automatons maybe everyone else will treat them that way. Similarly, characters who think they own the world usually will find that they don't.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 2622, member: 426"] It seems the player characters assume that the world exists solely for their benefit; it is time to disabuse them of the notion. For those who are reluctant to role play, have them encounter people who matter to them. The half-celestial (who seems not to be acting in a good manner by robbing the jewel merchant) may run into a relative who scolds him for his behavior. Or one who is legitimately worried about him. Of course, agents of darker powers might want to have him as a follower and try to manipulate him. If he refuses, they may decide he is a hindrance to their plans. On a more mundane level, the character may see someone who once knew him. Have this character talk to him. If the player is foolish enough to attack the old friend, have him get a rude surprise. (Project image is a wonderful spell. As is unseen servant.) The githyanki half-dragon is darn lucky he is not being chased by villagers with torches and pitch forks. He may meet members of his own kind who wonders what he is doing slumming with the humans. They may have certain ideas on how he can advance their agenda, and might not be willing to take no for an answer. (Her majesty, the lich queen, might take a personal interest in the character -- if he is likely to be a threat to her power or machinations.) Of course, the character may have a few githzerai out looking for him. It would be reasonable for the githyanki half-dragon to be contacted by someone with a grudge against the illithid. (Unless of course, this person is an agent of the illithid.) The key is to make interactions which the characters can's solve just by loping someone's head off. (If they try an attack in a public square, send in some competent guards with nets and clubs. Or worse, another party of adventurers helps the guards.) Merchants do not like to be intimidated, and may have a few hired guns looking for the party. It would be nasty if a rogue with a few levels of cleric infiltrated the party and tried to engineer their downfall. Or they could be declared persona non-grata and forbidden to enter the town. As word of their bad reputations spread, few people will want to associate with them. (Morale: people do not like being treated badly.) I suggest that the good cleric starts to hear bad news about his associates. He demands penance. If the party is stupid enough to attack the character in his own temple, then they should be ready for nasty consequences. Trainers are important. Imagine if the only person who could train one of the characters was the friend or relative of someone they offended? No training. Worse, training but with an additional cost. (Amulet of inescapable location.) Another thing I try to do is put characters in social situations. Weddings and funerals are great. The characters might have to say something appropriate to the occasion. This can impact on their reputation in the community. Or have the wedding or funeral be for someone the non-role players would actually care about. You can not force a person to role play; you can only set up opportunities. Try to do so. Remember, if the characters act like automatons maybe everyone else will treat them that way. Similarly, characters who think they own the world usually will find that they don't. [/QUOTE]
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