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How do you plan role playing?
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<blockquote data-quote="Pig Champion" data-source="post: 5071395" data-attributes="member: 87378"><p>I think it all depends on your generic in town RP. I mean, I give all my shop owners different personalities and jokes and quirks which the players love. I mean:</p><p></p><p>Player: When we get to town I got to the <insert store here> and buy <insert item here).</p><p>DM: Okay.</p><p></p><p>I can see how that would be boring and uninteresting. I spend a lot of time world building and would be dismayed if any player didn't want at least the description of said shops and owners. In fact, most of my most talked NPC's by players have been shop owners and citizens which have been developed through generic in town RP. Some being so popular that I had to create a pokemon system where every town had it's own "enter player favourite NPC" like Officer Jenny or Nurse Joy.</p><p></p><p>I guess, we have different kinds of groups.</p><p></p><p>My advice would be, not to dismiss any NPC or RP opportunity, no matter how dull or generic it might be. The way I GM is that I let the players guide me into what they want to do via RP.</p><p></p><p>I would describe RP as PC and world inhabitant interaction, no matter how important or unimportant it is.</p><p></p><p>If my players ask shop keepers about criminal activities then I make a mental note and RP several options and if they bite then they go on an investigative side quest. If they ask about weird happenings or ruins around th region then I'd make a mental note and reply with more options and if they bite they go on a dungeon crawl for some item or town liberation.</p><p></p><p>I guess, I don't really plan RP in that sense because I use RP as a guide for what my players want.</p><p></p><p>Perhaps you could write down some bullet points of RP, just key bits of information that will lead to players into the next battle or plot point.</p></blockquote><p></p>
[QUOTE="Pig Champion, post: 5071395, member: 87378"] I think it all depends on your generic in town RP. I mean, I give all my shop owners different personalities and jokes and quirks which the players love. I mean: Player: When we get to town I got to the <insert store here> and buy <insert item here). DM: Okay. I can see how that would be boring and uninteresting. I spend a lot of time world building and would be dismayed if any player didn't want at least the description of said shops and owners. In fact, most of my most talked NPC's by players have been shop owners and citizens which have been developed through generic in town RP. Some being so popular that I had to create a pokemon system where every town had it's own "enter player favourite NPC" like Officer Jenny or Nurse Joy. I guess, we have different kinds of groups. My advice would be, not to dismiss any NPC or RP opportunity, no matter how dull or generic it might be. The way I GM is that I let the players guide me into what they want to do via RP. I would describe RP as PC and world inhabitant interaction, no matter how important or unimportant it is. If my players ask shop keepers about criminal activities then I make a mental note and RP several options and if they bite then they go on an investigative side quest. If they ask about weird happenings or ruins around th region then I'd make a mental note and reply with more options and if they bite they go on a dungeon crawl for some item or town liberation. I guess, I don't really plan RP in that sense because I use RP as a guide for what my players want. Perhaps you could write down some bullet points of RP, just key bits of information that will lead to players into the next battle or plot point. [/QUOTE]
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