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<blockquote data-quote="kitsune9" data-source="post: 4600315" data-attributes="member: 18507"><p><strong>I've been there too</strong></p><p></p><p>The tricks I use is not to develop the roleplaying aspect of the NPC's, but to develop a more historical approach to the setting and have players witness dialogue between the NPC's.</p><p></p><p>For example, I try to put a lot of thought as to why some dungeon/location would exist and what would be the legitimate purpose of it. By doing that, the PC's who take Knowledge ranks can make skill checks and learn things about the place as they explore it, killing monsters and taking their money, but later it will come into play for future sessions because they will encounter the various power groups or creatures responsible for making some of the history, rumors, etc. going on. Even encountering a book I will write up a short history and tie it to the campaign setting whether it's useful or not. My players get a lot of handouts as the result of their Knowledge checks so they can keep it all straight.</p><p></p><p>Another way of getting my players involved is a really long intro or mid-plot point or long conclusion that I read like a story. My example is that in the first adventure the PC's are falsely imprisoned and awaiting a trial by ordeal which is a guaranteed death sentence the next morning; however, the PC's are called to the duchess' court wherein they get to listen to a conversation between an envoy from another nation and the duchess discuss the local and dire problems facing the nation (the threat of civil war). While the PC's were waiting to be brought before the duchess and introduce the adventure, they were in the court allowed to listen in on the conversation. By doing these long intros, plot points, and conclusions, it sets the tone for the adventure and campaign, and I find my players talking about the local stuff going on more and more. </p><p></p><p>Ultimately, I could have written a short adventure which the premise was explore this place, get me some phat loot that I need to do something, and you'll have your pardon. I'm sure my players would have enjoyed it, but they wouldn't be engaged in it. </p><p></p><p>Did it change my players behaviors? Not really. They would still charge in with swords and spells blasting, kill people, take their stuff, and rack up the XP, but in between the sessions, they would pay attention to what's going around them, because now they are aware of the power groups in the area, their enemies, who not to cross, and it affects their decisions for future adventures.</p><p></p><p>Here's the trade off though, it takes a lot of time to prepare. Each module I wrote is about 20+ pages that will last for only two sessions unless I write up a dungeon crawl, but in the end, I think it's a more rewarding experience for me and my players.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 4600315, member: 18507"] [b]I've been there too[/b] The tricks I use is not to develop the roleplaying aspect of the NPC's, but to develop a more historical approach to the setting and have players witness dialogue between the NPC's. For example, I try to put a lot of thought as to why some dungeon/location would exist and what would be the legitimate purpose of it. By doing that, the PC's who take Knowledge ranks can make skill checks and learn things about the place as they explore it, killing monsters and taking their money, but later it will come into play for future sessions because they will encounter the various power groups or creatures responsible for making some of the history, rumors, etc. going on. Even encountering a book I will write up a short history and tie it to the campaign setting whether it's useful or not. My players get a lot of handouts as the result of their Knowledge checks so they can keep it all straight. Another way of getting my players involved is a really long intro or mid-plot point or long conclusion that I read like a story. My example is that in the first adventure the PC's are falsely imprisoned and awaiting a trial by ordeal which is a guaranteed death sentence the next morning; however, the PC's are called to the duchess' court wherein they get to listen to a conversation between an envoy from another nation and the duchess discuss the local and dire problems facing the nation (the threat of civil war). While the PC's were waiting to be brought before the duchess and introduce the adventure, they were in the court allowed to listen in on the conversation. By doing these long intros, plot points, and conclusions, it sets the tone for the adventure and campaign, and I find my players talking about the local stuff going on more and more. Ultimately, I could have written a short adventure which the premise was explore this place, get me some phat loot that I need to do something, and you'll have your pardon. I'm sure my players would have enjoyed it, but they wouldn't be engaged in it. Did it change my players behaviors? Not really. They would still charge in with swords and spells blasting, kill people, take their stuff, and rack up the XP, but in between the sessions, they would pay attention to what's going around them, because now they are aware of the power groups in the area, their enemies, who not to cross, and it affects their decisions for future adventures. Here's the trade off though, it takes a lot of time to prepare. Each module I wrote is about 20+ pages that will last for only two sessions unless I write up a dungeon crawl, but in the end, I think it's a more rewarding experience for me and my players. [/QUOTE]
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