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General Tabletop Discussion
*Dungeons & Dragons
How to force emotions down your players' throats?
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<blockquote data-quote="iserith" data-source="post: 6901180" data-attributes="member: 97077"><p>I don't so much encourage players to think form the POV of their characters, but rather try to get them to keep things in terms of the fictional acts that the character is doing in the context of the scene I'm describing. Describing what the players want the characters to do rather than asking questions of the DM is one way to do that, but doesn't necessarily put the player into the mind of the character. I also put Inspiration in the hands of the players by having them say when they've acted in accordance with their personal characteristics which at least encourages them to do stuff the character might do in order to get a mechanical benefit. Sometimes I ask questions about how a character feels about this or that, especially as it relates to character ties or connections that are established before play.</p><p></p><p>Otherwise, I don't think I do a whole lot to get players to identify with the emotions of their characters. I feel that's really only something a player can do on his or her own. My experience is that players by and large do a really good job of roleplaying in my games, even pickup players that aren't well-screened. So maybe I have more influence than I think - I don't know.</p></blockquote><p></p>
[QUOTE="iserith, post: 6901180, member: 97077"] I don't so much encourage players to think form the POV of their characters, but rather try to get them to keep things in terms of the fictional acts that the character is doing in the context of the scene I'm describing. Describing what the players want the characters to do rather than asking questions of the DM is one way to do that, but doesn't necessarily put the player into the mind of the character. I also put Inspiration in the hands of the players by having them say when they've acted in accordance with their personal characteristics which at least encourages them to do stuff the character might do in order to get a mechanical benefit. Sometimes I ask questions about how a character feels about this or that, especially as it relates to character ties or connections that are established before play. Otherwise, I don't think I do a whole lot to get players to identify with the emotions of their characters. I feel that's really only something a player can do on his or her own. My experience is that players by and large do a really good job of roleplaying in my games, even pickup players that aren't well-screened. So maybe I have more influence than I think - I don't know. [/QUOTE]
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How to force emotions down your players' throats?
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