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How Will 4e Encourage Role Playing?
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<blockquote data-quote="Thornir Alekeg" data-source="post: 3720692" data-attributes="member: 15651"><p>I think there is more pressure on the DM in terms of roleplaying. The DM needs to provide situations where roleplaying is fun and interesting. If the DM grinds the party from fight to fight, what chances are there for some good roleplaying? I always found my groups best roleplaying came when I as DM was in the right frame of mind to get some great spontaneous back and forth going between PCs and NPCs. On days I was not able to execute NPC roleplaying as well, everyone else's roleplaying fell off as a result. </p><p></p><p>Another area where they can improve roleplaying is by providing guidelines for how to handle XP awards for non-combat situations. Reward the players, not by giving "roleplaying bonuses" as such, but by helping build situations where the players have to accomplish something more through talking and doing things that add depth to the characters more just than rolling dice, and then awarding XP for succeeding. It is a much harder thing to balance in terms of XP awards. How challenging is it, and how do you figure out how much experience it is worth? Does it scale with PC level? Non-combat situations don't necessarily burn through any resources whatsoever, should they be worth as much as a combat encounter? You don't usually die as the result of a roleplaying encounter, but you can fail - how do you keep it from derailing your adventure and frustrating your players? The books helping to answer some of these questions might help new DMs run things other than combat.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 3720692, member: 15651"] I think there is more pressure on the DM in terms of roleplaying. The DM needs to provide situations where roleplaying is fun and interesting. If the DM grinds the party from fight to fight, what chances are there for some good roleplaying? I always found my groups best roleplaying came when I as DM was in the right frame of mind to get some great spontaneous back and forth going between PCs and NPCs. On days I was not able to execute NPC roleplaying as well, everyone else's roleplaying fell off as a result. Another area where they can improve roleplaying is by providing guidelines for how to handle XP awards for non-combat situations. Reward the players, not by giving "roleplaying bonuses" as such, but by helping build situations where the players have to accomplish something more through talking and doing things that add depth to the characters more just than rolling dice, and then awarding XP for succeeding. It is a much harder thing to balance in terms of XP awards. How challenging is it, and how do you figure out how much experience it is worth? Does it scale with PC level? Non-combat situations don't necessarily burn through any resources whatsoever, should they be worth as much as a combat encounter? You don't usually die as the result of a roleplaying encounter, but you can fail - how do you keep it from derailing your adventure and frustrating your players? The books helping to answer some of these questions might help new DMs run things other than combat. [/QUOTE]
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