In-character conversations

Decamber

Explorer
Hello everyone!

I've been thinking on how to deal with in-character conversations in a good way to enhance role-playing, atmosphere and boredom (getting rid of, that is). So I have some questions for you.

How do you, in your game, handle in-character conversations...

1) ...when the DM tells, let's say, the rogue that there's a spike trap right over there, and the other players hear that as well as the player of the rogue. Does the rogue's player tell the other PCs in character: "Hey guys, there's a trap over there so take it easy will you?". Or do you leave it off completely, since the players already knows it?

2) ...in combat?

3) ...in general? Be it while sitting in an inn, introducing a new character, et c. Elaborate! :cool:

Thanks. :)
 
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traps: the rgue usually points and motions that there is a trap (if in dungeon) or kind of repeats "there's a trap ight here"

in combat: free actions can only be taken on your turn- and speaking is a free action. relaying tactical information, though i am lenient about it, usually only can take place on your turn- and innuendo helps at this point...

in general: usually never happens- unless teher is a reason for speech- my players usually dont talk to each other...they just walk, eat sleep and sh*t

new NPC: they just wave and say "wassup" and continue. They have gotten so used to NPCs heplping that when i sprung a bounty hunter on them- it totally decemated all of them...they did not stand a chance- they trust the DM too much... :D
 
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Greetings!

I play every character as if they were a real-person, speaking in character, in real-time. From the npc-Rogue muttering "Shhhh...beware of that tripwire, Darathain!" to the tavern waitress chatting up the paladin and flirting with him. I don't pay much attention to "meta-game" speech, and if the player-characters don't pick up on role-playing fast, they may make fools of themselves, miss opportunities, or fumble important communication. The npc's only "hear" them when they speak in-character, and if the players aren't communicating, then they can't make use of information. Traps go off, npc's make vastly different assumptions, and so on, based as much on what the players have said as what they have failed to say.:)

Semper Fidelis,

SHARK
 

I, like SHARK, try to roleplay everything. I always find this easier when I have put a good deal of work into an outline of my character's background, beliefs, habits, etc.

For Example, I once played a fanatical warpriest who, because he firmly believed that everything in life somehow related to war or combat, spoke with a warlike skew in his statements. I had to force myself to try and connect all aspects of life to war (not an easy thing considering my actual beliefs are quite different).

All this effort I put into my character's background and playstyle was reflected in the game, and encouraged the other players to roleplay more and react to my characters radical statements. It produced quite a lot of in-character philosophical discussions.

:D
 

We play with a 'live' table. Once the game starts, everything the players speak or do is converted to their PCs actions. (within reason of course). Especially with metagame speach or calling a PC by the players name. The other players bark back an insult or some such when someone does this. I run the NPCs as being confused when the metagaming surfaces, they think the PCs are speaking a new language and they react accordingly. We even have player bathroom breaks or munchie breaks, be the in-game equivalent. Admitadly though, we take a 5-10 minute break every hour or so, so we can 'relax' a little.
To me, this is the only way to enjoy the game. Getting into character takes a full and complete effort IMO and distractions just ruin the mood.
Oh, and we also have appropriate music in the background and sometimes, when the senario fits it, we play by candle light!
 


the way i always handled ICC is that when a player needs to say something OC they raise their hands untill they're done being OC. DMs are always IC, and i always just passed note about people hearing/seeing/finding something.
 

Mahiro Satsu said:
...and i always just passed note about people hearing/seeing/finding something.

How do you do to not slow the game down a lot while writing and passing notes to the players? Are you a multitasking kind of person, and writes as you speak or what? :)
 

The way we play is that in general it suffices for a player to say, using your example, "I warn the others that a trap is present."

I might, as DM, extrapolate a little by asking, "Ok, do you do this verbally or just silently?"

Player: "I just scuff my foot along the stone floor and emphatically point to the location of the trap."

In combat, players need to announce anything they shout or tell the others, on their turn, otherwise any such knowledge is considered unknown to the other players (although I try to tell the players in secret about such things as traps, and for humor purposes they sometimes 'fail' to warn the other group members :)).

In a social situation, such as being given audience to a ruler, or in a tavern, we role-play verbally all interaction, with Diplomacy, Bluff, and Sense Motive rolls as appropriate.
 

just to add...

I don't pass notes, ever. I'm not against the idea, but whispering or indicating through some other low-key means is a good way to spread paranoia.

But then, my group is kind of paranoid and competitive like that, and they love to smirk at the other players if they know something the others don't. :p
 

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