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Making campaign settings promote better roleplaying/character interaction
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<blockquote data-quote="Herremann the Wise" data-source="post: 5490925" data-attributes="member: 11300"><p>This is a key point and so very true, even with normally good roleplayers. While they cannot get into the setting's mode, it remains hard to be consistently involved in play. The setting you mention is conducive to roleplaying through it's familiarity in the minds of the players. But what happens if you want to try setting tropes that are quite different?</p><p></p><p>I think you need to work on this on a few levels. Let's say you have the typical party of four: Fighter, Rogue, Wizard, Cleric. What is their role in the game world? Are they highly or less highly regarded, generally arrogant or subservient, generally affluent or scroungers? Sit the group down and discuss these roles. 4e focuses on combat roles and so it is very important to produce some measure of player clarity as to the role of the actual "class" in society.</p><p></p><p>You then need to have about three things that distinguish the setting, for example: rarity of metal, scarcity of genuine clerics/saints as against the more populous mundane priesthood, and deeply entrenched racial segregation (elves hate dwarves who hate everyone).</p><p></p><p>It is then important to take each of these tropes and find how they make the "genereric fantasy world" different. What effect do these tropes have on the world socially and economically? What further features and ramifications does this bring out in the setting? It is then important that you feed these features into the encounters/scenes that you craft. Repitition is so important here. The key is that a role-played experience is a far better educator than a page (or generally much more) of setting notes. You need to educate your players in these tropes and have them react to them and not just experience them. How do these features change the way that your player (and thus character) see the world?</p><p></p><p>What you initiate by doing all of this is give the players a shared investment in the setting. Once they have that, they have the foundations to effectively roleplay in the world, rather than glance down at their character sheet and ponder what their character can mechanically do. Roleplaying always starts with who the characters are, rather than simply what they can do.</p><p></p><p>Thank you for the interesting thread topic. [Have to spread more XP around before giving to you again] <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5490925, member: 11300"] This is a key point and so very true, even with normally good roleplayers. While they cannot get into the setting's mode, it remains hard to be consistently involved in play. The setting you mention is conducive to roleplaying through it's familiarity in the minds of the players. But what happens if you want to try setting tropes that are quite different? I think you need to work on this on a few levels. Let's say you have the typical party of four: Fighter, Rogue, Wizard, Cleric. What is their role in the game world? Are they highly or less highly regarded, generally arrogant or subservient, generally affluent or scroungers? Sit the group down and discuss these roles. 4e focuses on combat roles and so it is very important to produce some measure of player clarity as to the role of the actual "class" in society. You then need to have about three things that distinguish the setting, for example: rarity of metal, scarcity of genuine clerics/saints as against the more populous mundane priesthood, and deeply entrenched racial segregation (elves hate dwarves who hate everyone). It is then important to take each of these tropes and find how they make the "genereric fantasy world" different. What effect do these tropes have on the world socially and economically? What further features and ramifications does this bring out in the setting? It is then important that you feed these features into the encounters/scenes that you craft. Repitition is so important here. The key is that a role-played experience is a far better educator than a page (or generally much more) of setting notes. You need to educate your players in these tropes and have them react to them and not just experience them. How do these features change the way that your player (and thus character) see the world? What you initiate by doing all of this is give the players a shared investment in the setting. Once they have that, they have the foundations to effectively roleplay in the world, rather than glance down at their character sheet and ponder what their character can mechanically do. Roleplaying always starts with who the characters are, rather than simply what they can do. Thank you for the interesting thread topic. [Have to spread more XP around before giving to you again] :) Best Regards Herremann the Wise [/QUOTE]
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