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Learning How To Roleplay Non-Hack
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<blockquote data-quote="William Ronald" data-source="post: 475837" data-attributes="member: 426"><p>I would suggest that a DM introduce new players to situations where there characters will have to respond with something other than combat.</p><p></p><p>For example, the characters might attend the funeral of a mentor of one of the characters. It could be considered bad form for them not to attend. Perhaps the characters can interact with the NPCs as they imagine their characters would. There may even be an adventure hook that the players would not have found without the social interaction. If this is the case, even those who are a little uncomfortable role playing can see the rewards in it.</p><p></p><p>Similarly, I think the skill system can help. I think the best way to handle it is for the players to try to interact with NPCs and perhaps use the skill system to determine some things and role playing on others. For example, I am never likely to be asked by the State Department to be a diplomat. However, my characters can try to interact with others and a DM may decide that I have at least established a rapport with the NPC. Asking them something difficult, such as information might reasonably require a skill check. </p><p></p><p>As for rewards, that is something for individual DMs to decide. A key question that DMs should ask is how important the interaction was and how much of a challenge was it to the players. Some experience point can and should be awarded to the player whose rogue successfully convinces people that he is the son of a celebrity (like Will Smith in Seven Degrees of Separation) or the diplomat who wins an ally for his nation.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 475837, member: 426"] I would suggest that a DM introduce new players to situations where there characters will have to respond with something other than combat. For example, the characters might attend the funeral of a mentor of one of the characters. It could be considered bad form for them not to attend. Perhaps the characters can interact with the NPCs as they imagine their characters would. There may even be an adventure hook that the players would not have found without the social interaction. If this is the case, even those who are a little uncomfortable role playing can see the rewards in it. Similarly, I think the skill system can help. I think the best way to handle it is for the players to try to interact with NPCs and perhaps use the skill system to determine some things and role playing on others. For example, I am never likely to be asked by the State Department to be a diplomat. However, my characters can try to interact with others and a DM may decide that I have at least established a rapport with the NPC. Asking them something difficult, such as information might reasonably require a skill check. As for rewards, that is something for individual DMs to decide. A key question that DMs should ask is how important the interaction was and how much of a challenge was it to the players. Some experience point can and should be awarded to the player whose rogue successfully convinces people that he is the son of a celebrity (like Will Smith in Seven Degrees of Separation) or the diplomat who wins an ally for his nation. [/QUOTE]
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