I need help Dming

jawill121

First Post
okay so i am new.
at D&D all together and i was playing my game the other night and i seemed i ran into a problem. no body was role playing. this isn't warhammer, that being said thats all they care about is the combat.

Encouraging role playing... how do i do it.

i mean they do like roleplaying i just dont know how to get them to do so with out forcing them.
 

log in or register to remove this ad

1. Hack and slash is a valid playstyle.
2. Giving out XP works well to encourage certain behaviors.
3. Give them some meaningful interactions, such as with a well rounded NPC
4. Create situations in which the players feel that their characters would be motivated to interact with.
 

Make sure that you're giving them a mix of encounters - if the only solution to an encounter is combat, that kind of limits their options.

One type of encounter that can often push a group to role play is one where hacking their way through simply will not work - an intelligent monster that is simply, and obviously, too tough for them to fight, but which is willing to talk, and possibly bargain with them. This actually is self-reinforcing if you give out full XPs for working their way through the encounter without resorting to combat, as the encounter will have a high CR. The biggest risk is that the players don't recognize that they are overmatched and resort to hack and slash anyways, which will probably end up with fatal consequences. This is why I try to make sure that with this sort of encounter it is very obvious that they are overmatched.
 

if you want them to role play, you should role play first with your npcs

also give them a world to interact with. let's say that they enter a city. describe first the exterior and the atmosphere, tell them weather there is night or day the weather then the sourounding environment (is this city at the dessert? is it near the sea? are there any mountains?), then move gradually to the interior. describe the style of the constructs in the city the architecture the streets, tell something about the people that they see there, are there any beggars? any prostitutes? the city patrols? they finally have to interact with someone, the innkeeper/blacksmith/a nobleman and that someone should have a unique character. they should respond to that. they should get the feeling that they are not in your playing table but at this city and talking not to you but at a person that they meet for the first time.

also if you want them to role play, their quest should not be of the type "go into this dungeon and kill everything that's inside". make plots and situations that will require interaction. have them arested and make them try to explain that they were fraimed. have them to make connections with rebels to try and make up a plan to infiltrate the tyrrants palace, i think you get the idea:p
 
Last edited:

Are your players the type of people who enjoy writing? You might want to offer them extra XP to write an in-character journal (either for posting someplace like our Story Hour forum, or just to be shared amoungst your group). Doing that might help them get inside their character's heads and give them something to build on in later face-to-face sessions.
 

I do bad celebrity impressions for my NPC voices. Also, I confound my players with moral quandries. Oh, you think your party is too hardcore for moral quandries? Trick them into ransacking a church, let them figure out whether to kill a possessed infant, and tempt them with easy power. Even if they choose the dark side each and every time, it makes for a wild and fun ride. :)

Also... some players are easily amused. Even if *you* think the campaign is a pointless hackest, you never know when players are actually enthralled by your loving descriptions of gruesome monsters, impressed with your NPCs, or tickled by your lame Sean Connery pastiche.
 

Yes, quandaries moral or spiritual, soon IMC the priestess will have to choose between the group and his church, even going as far as killing her highpriest.
Hope it will be very interesting:)
 

I suggest using an equal number of situations that can be resolved through combat and those that can only be worked out socially, by roleplaying.
Remember, XP is a means to represent that the characters/players had to spend some resources to overcome a certain obstacle. These resources do not always have to be hp's, spell slots, potions, scrolls etc., but also time spent to figure out a difficult riddle, look for clues, talk to npc's (hell, even intimidate will do if roleplayed well), formulate a battle plan to defeat a foe normally way above their reach in a strightforward confrontation.
 

Don't expect a change overnight in their behavior. Be happy with a little more role playing each outing. Don't expect too much too fast, and don't try creating too much too fast. You will be better served by slow, steady progress.

Be very conscious of how you as DM communicate with the players. If you are describing what they see, then it is fine to speak as DM. However, you must play your NPCs and not revert to 'the innkeeper says'. You must be the innkeeper, blacksmith, local priest, money changer, and big bad evil guy. Do not make the players feel bad about not roleplaying, help them feel good when they do role play.

I know some suggest that you reward role playing with XP. That is fine, but I prefer to reward the characters in game for role playing. Do they want information? Give better successes when the players role play gathering information as opposed to requesting a non-role played gather information check. Role playing might get them friends that help them, increase their reputation, etc. I find the in game reward, done immediately, far outweighs the benefit of XP rewards. Players like XP, but they like success in game more.

I agree with the previous suggestions - they will all help. (creating social challenges, moral quandaries, spend more time describing NPCs, etc)

You are correct in not attempting to force them. That is no fun for you or them. Good luck, keep the faith!
 

Don't introduce any combat.

Tell them that anything they say will be treated as if their character said it.

Give out a glass beads for role-play IMMEDIATELY at the end of every session for role-playing. Find a rainbow pack of these at an art supply store for cheap. ROYGBIV Violet = 1d2 on a d20 roll, Indigo = 1d3, Blue 1d4, Green = 1d6 and so on... Have them vote for MVP or Best Roleplay... give that person a Green bead at the end of the game.... THIS WORKS VERY WELL. I use this system. The extra dice are sometimes helpful, but on average are only a TINY bonus to the rolls. Don't let them use them on any LEVEL checks of any kind, including Turn Undead.

I agree with all other suggestions as well.

Aluvial
 

Remove ads

Top