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(LONG)-Getting back to basics, role-playing?
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<blockquote data-quote="Raven Crowking" data-source="post: 3057538" data-attributes="member: 18280"><p>At the risk of causing him a heart attack from shock, I will say that I agree with what buzz wrote about "situation".</p><p></p><p></p><p></p><p>However, this is a system problem. If you want your players to become more involved in the role-playing aspect of the game, you need to model interesting role-playing encounters coupled with mechanics that both reward role playing and give the PCs cool "role-playing" abilities.</p><p></p><p>It is fairly obvious that, if you want the PCs to talk with things, you need to give them things to talk to. Moreover, you need to be careful in ensuring that talking to things is not always (or even often) detrimental, or they will always assume a set-up. At worst, most parleys should include a trade-off: the PCs gain a solid, tangible benefit in exchange for some information or owing a favor (that only very, very rarely should turn into a real bite in the keister).</p><p></p><p>The personality feats in Dynasties and Demogogues are an intentional attempt to create a role-playing reward system. I recommend offering a personality feat for free. Then only give Action Points for meeting the condition of the personality feats your PCs have chosen.</p><p></p><p>The DM always has the burden of leading. If you want the players to know what kind of cool options are available, you have to show them. Make NPCs who have cool non-combat powers. This might require you to create/scavenge feats that are a little less martial in nature. </p><p></p><p>The Core Rules of 3.X give a lot of cool combat options; it is up to the DM to equal these options in non-combat situations. Using, for example, complex skill checks is a good idea. There is a debate system in Dynasties & Demogogues, and a system in the Medieval Player's Handbook, that are both designed to use a resolution mechanic simular to the combat mechanics for carrying on political and/or philosophical debates. I haven't had a chance to examine Skill Focus: Talking yet, but I have heard/read good things about it. </p><p></p><p>In addition to this, the varient Vitality/Wounds system can help to take the focus off combat. Or you can use Arms Law, or anything that makes combat a bit more deadly and a bit less of the best option. Remember that overcoming challenges gives XP; those challenges do not need to be combat-oriented. In any event, slowing level progression has the benefit of making the game less about the twinks and more about the stuff that happens between getting new twinks. I recommend 1/2 standard XP.....</p><p></p><p>.......Just make sure that your adventures take into account whatever changes you make!</p><p></p><p>In any event, I hope those ideas help.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3057538, member: 18280"] At the risk of causing him a heart attack from shock, I will say that I agree with what buzz wrote about "situation". However, this is a system problem. If you want your players to become more involved in the role-playing aspect of the game, you need to model interesting role-playing encounters coupled with mechanics that both reward role playing and give the PCs cool "role-playing" abilities. It is fairly obvious that, if you want the PCs to talk with things, you need to give them things to talk to. Moreover, you need to be careful in ensuring that talking to things is not always (or even often) detrimental, or they will always assume a set-up. At worst, most parleys should include a trade-off: the PCs gain a solid, tangible benefit in exchange for some information or owing a favor (that only very, very rarely should turn into a real bite in the keister). The personality feats in Dynasties and Demogogues are an intentional attempt to create a role-playing reward system. I recommend offering a personality feat for free. Then only give Action Points for meeting the condition of the personality feats your PCs have chosen. The DM always has the burden of leading. If you want the players to know what kind of cool options are available, you have to show them. Make NPCs who have cool non-combat powers. This might require you to create/scavenge feats that are a little less martial in nature. The Core Rules of 3.X give a lot of cool combat options; it is up to the DM to equal these options in non-combat situations. Using, for example, complex skill checks is a good idea. There is a debate system in Dynasties & Demogogues, and a system in the Medieval Player's Handbook, that are both designed to use a resolution mechanic simular to the combat mechanics for carrying on political and/or philosophical debates. I haven't had a chance to examine Skill Focus: Talking yet, but I have heard/read good things about it. In addition to this, the varient Vitality/Wounds system can help to take the focus off combat. Or you can use Arms Law, or anything that makes combat a bit more deadly and a bit less of the best option. Remember that overcoming challenges gives XP; those challenges do not need to be combat-oriented. In any event, slowing level progression has the benefit of making the game less about the twinks and more about the stuff that happens between getting new twinks. I recommend 1/2 standard XP..... .......Just make sure that your adventures take into account whatever changes you make! In any event, I hope those ideas help. RC [/QUOTE]
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