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How do you plan role playing?
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<blockquote data-quote="maddman75" data-source="post: 5072052" data-attributes="member: 2673"><p>Pretty much any game that's not D&D/d20.</p><p></p><p>Anyway, combat encounters and roleplay encounters are really the same kind of beast. Conflict. Many games have a lot of combat and rules for combat because its pretty easy to set up a conflict with combat as the way to resolve it. Just add some bad guys that want the PCs to die. The PCs, being stubborn types, want to not die. Conflict!</p><p></p><p>Roleplaying encounters are the same. If there's no conflict, its not really interesting. Its like fighting orcs that don't fight back. Roll to see if you hit. If so, dead orc. If you miss, try again. Not exactly a thrilling encounter. Most people would prefer if the GM just said 'okay, you slaughter the orcs'.</p><p></p><p>So if the PCs go into the shop to buy some rope, and the merchant says "Why yes my good man that will be 30 silvers". Not very interesting, and if there's other stuff to be going on, it can easily be skipped.</p><p></p><p>But what if there's a conflict? The merchant sees the PC and recognizes him as one of the heroes that took on the thieves guild next week. He says "Oh no! If I deal with you the Guild will hit my shop. Sorry, but I can't sell you rope or anything else. Please leave before they see you!" We have conflict! The PC could deal with it in a variety of ways. He could try to convince him that he isn't the one the guild is after. He could promise protection to the merchant from the guild. He could try to offer a greater price for the rope. He could try to take it by force. He could just leave it.</p><p></p><p>In order to generate conflicts, you have to figure out what the characters want. Then you introduce NPCs that want the opposite, and watch things develop. You can ask them, that usually works. An approach I use is to 'make them prove it'. Whatever they say about their character, don't believe them. Make them show you. The noble paladin says he will always help the downtrodden and repressed? Set up a situation where doing so will unravel the party's goals. If we stop to help the peasants the Dark Overlord will notice us for sure! Is the rogue a cuthroat mercenary who goes for the highest dollar? A mysterious figure offers a large beautiful gemstone if he'll tell them where they plan to attack. Lets see if the paladin is that noble, or the rogue that mercenary.</p></blockquote><p></p>
[QUOTE="maddman75, post: 5072052, member: 2673"] Pretty much any game that's not D&D/d20. Anyway, combat encounters and roleplay encounters are really the same kind of beast. Conflict. Many games have a lot of combat and rules for combat because its pretty easy to set up a conflict with combat as the way to resolve it. Just add some bad guys that want the PCs to die. The PCs, being stubborn types, want to not die. Conflict! Roleplaying encounters are the same. If there's no conflict, its not really interesting. Its like fighting orcs that don't fight back. Roll to see if you hit. If so, dead orc. If you miss, try again. Not exactly a thrilling encounter. Most people would prefer if the GM just said 'okay, you slaughter the orcs'. So if the PCs go into the shop to buy some rope, and the merchant says "Why yes my good man that will be 30 silvers". Not very interesting, and if there's other stuff to be going on, it can easily be skipped. But what if there's a conflict? The merchant sees the PC and recognizes him as one of the heroes that took on the thieves guild next week. He says "Oh no! If I deal with you the Guild will hit my shop. Sorry, but I can't sell you rope or anything else. Please leave before they see you!" We have conflict! The PC could deal with it in a variety of ways. He could try to convince him that he isn't the one the guild is after. He could promise protection to the merchant from the guild. He could try to offer a greater price for the rope. He could try to take it by force. He could just leave it. In order to generate conflicts, you have to figure out what the characters want. Then you introduce NPCs that want the opposite, and watch things develop. You can ask them, that usually works. An approach I use is to 'make them prove it'. Whatever they say about their character, don't believe them. Make them show you. The noble paladin says he will always help the downtrodden and repressed? Set up a situation where doing so will unravel the party's goals. If we stop to help the peasants the Dark Overlord will notice us for sure! Is the rogue a cuthroat mercenary who goes for the highest dollar? A mysterious figure offers a large beautiful gemstone if he'll tell them where they plan to attack. Lets see if the paladin is that noble, or the rogue that mercenary. [/QUOTE]
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