Involving unfocused characters

lostingeneral

First Post
In my current game (4e), I'm trying to run something with roughly even amounts of roleplaying and action. For the most part, it's been going quite smoothly, but I have a problem.

Two of my players don't really do the whole roleplaying thing.

I know this is not an unusual problem, but I would like to correct it to some degree. These players are completely uninvolved in non-combat encounters, and often just phase out entirely. One of them has gotten a bit more into it since we've started - he wouldn't ever speak or act in character in his first sessions and would rarely describe any actions he took. The other hasn't ever really been into that; I can recall only two occasions where he has ever spoken in character, and those only involved one brief, pointed sentence. I'd like to pull them both a bit more in.

Now, I realize it's unrealistic to expect they'll ever be as involved as my other players. I have two who are very much into it, which is great, and others who started off much as these two "uninvolved" players did but came into the swing of it over time. I would just like them to not be totally detached when combat's over.

To start, their characters have really minimal backgrounds. In my group character design is largely collaborative and fairly succinct (meant to evolve over time), and when the player offers nothing their story is just provided for them and basically ignored thereafter, since there's nothing really to go on. I had two thoughts on how I could bring the characters, and by extension, the players, into the story.

I've come up with two ways to accomplish this, but I'm not really keen on either, so I'd like to know: have you had any experience with involving players who just weren't were roleplayers? If so, how? Is there any way this can realistically be done, or is this just a pipe dream?
 

log in or register to remove this ad

It really depends upon the particular players. Some don't feel comfy doing RP, some are inexperienced...and some view RPGs as war-games with stuff added on. The first two types are more likely to change over time than the latter. (Oh yeah, there are other types as well...)

Occasionally, ask them if they're having fun. Privately. If the answer is "Yes," don't worry about it. If the answer is "No," ask them why.
 


Hint that their character should take the lead on something that requires roleplaying. Do it without forcing them, but offer clear rewards.

Example: One of the "problematic" PCs is a druid. Have the party stumble on the knowledge that a possible ally, who they need to work with is a fervent worshiper of the same nature deity.

Example: One of the PCs is the best fighter in the party. Have it be known that one very unfriendly NPC they need to deal with is proud beyond measure. He often challenges those that make fun of him into single combat, where his buff bodyguards won't be a problem.

If they really dislike the talking part, they are free to ignore your hints and you should probably stop worrying about it.
 

First of all, what are your games like? How does one usually run?

I imagine that the players enjoy combat. If you want them to take an interest in the RP scenes, tie them to the combat ones. State it upfront if you need to.

"The orc chieftain steps forward and challenges you. 'You are not fit to die on our blades. We will string you up and let our children kill you.' How do you respond? If you can say something that hurts their morale, they'll suffer a penalty to attack rolls. If not, they'll get a bonus."

That's obvious, but you can stretch it out once the players get the hang of it.
 

Remove ads

Top