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General Tabletop Discussion
*TTRPGs General
How do you get the players involved in the story?
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<blockquote data-quote="Errant" data-source="post: 16538" data-attributes="member: 1926"><p>I too have players that are not terribly character/story/roleplaying oriented. Most of the time, all they want is something to bash.</p><p></p><p>But, I have found that small steps have helped them get involved in the story progression based around one principle: make it in their own best interests for them to listen to the story.</p><p></p><p>Firstly, make them think of their characters as more than numbers. Unlike Echoes, I don't think a 3-page background is necessary. Before they can create their characters, I ask them to detail five things: one or two personality traits/quirks (naive/fears spiders/likes to wear blue, anything); where they come from (eg birthplace/home-town); how they learned their skills (army veteran/taught by father etc); why they left home; & why they risk their lives adventuring. I use the point-buy character generation method & give them 28 points plus one point per background detail generated (maximum total 33).</p><p></p><p>Then I give them bonus experience for playmanship & roleplaying. Every session give each player 1 point for: showing up; bringing munchies; making everyone laugh; good roleplaying; good ideas/tactics <u>in character</u>. At the end of the session, every point they gained gives them +1% to the experience they earned during that session. I use a PDA to track points during the night but you could just as easily do so on a scrap of paper or index card. Its a little extra bookkeeping, and the extra experience doesn't make a lot of difference, but it lets the players know their characters will benefit from their efforts. </p><p></p><p>Add these steps to the story/campaign development suggestions already mentioned and, like me, you might see some improvement in your characters attention to story details. In fact, typing this I've decided on a new category for bonus points: demonstrating storyline awareness (when a player remembers a relevant NPC/clue from a previous session).</p><p></p><p>I hope that helps.</p></blockquote><p></p>
[QUOTE="Errant, post: 16538, member: 1926"] I too have players that are not terribly character/story/roleplaying oriented. Most of the time, all they want is something to bash. But, I have found that small steps have helped them get involved in the story progression based around one principle: make it in their own best interests for them to listen to the story. Firstly, make them think of their characters as more than numbers. Unlike Echoes, I don't think a 3-page background is necessary. Before they can create their characters, I ask them to detail five things: one or two personality traits/quirks (naive/fears spiders/likes to wear blue, anything); where they come from (eg birthplace/home-town); how they learned their skills (army veteran/taught by father etc); why they left home; & why they risk their lives adventuring. I use the point-buy character generation method & give them 28 points plus one point per background detail generated (maximum total 33). Then I give them bonus experience for playmanship & roleplaying. Every session give each player 1 point for: showing up; bringing munchies; making everyone laugh; good roleplaying; good ideas/tactics [U]in character[/U]. At the end of the session, every point they gained gives them +1% to the experience they earned during that session. I use a PDA to track points during the night but you could just as easily do so on a scrap of paper or index card. Its a little extra bookkeeping, and the extra experience doesn't make a lot of difference, but it lets the players know their characters will benefit from their efforts. Add these steps to the story/campaign development suggestions already mentioned and, like me, you might see some improvement in your characters attention to story details. In fact, typing this I've decided on a new category for bonus points: demonstrating storyline awareness (when a player remembers a relevant NPC/clue from a previous session). I hope that helps. [/QUOTE]
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How do you get the players involved in the story?
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