The simplest example, of course, is bonus XP for "good role-playing" or whatever term you like to use. I am not really talking about that, though.
IME, it is very difficult for players to engage in certain kinds of in-character role-playing, particularly the kind that might be construed as "losing". Fear is the most obviosu example, whether it comes from going into a dark hole filled with things that want to eat you, the shambling dead that want to eat you, or the house sized fire breathing lizard that wants to eat you and take your stuff. Certainly, there are mechanical ways to simulate fear and 3.x does a good jonb with those. But as often as not, players will accept whatever the mechanical penalties are and keep on trucking, not really "playing afraid". And if there isn't a mechanical effect, few players ackowledge the scariness of a situation at all.
Fear isn't the only "negative" role-playing situation, of course: all the classical vices come to mind as things both real people and literary heroes fall prey to all the time, but rarely impact D&D protagonists (well, Greed, but that's about it...)
So, I am trying to think of ways to encourage the "that's what my character would do" mentality, even when that thing wouldn't be beneficial for the character. But I don't want to be punitive -- I don't want to punish a player for not playing the way I think they should. trather, I want to reward a player for playing their character as a dynamic, complex individual that its cold stone cool (or whatever) all the time.
The only thing I can think of off the top of my head is giving at Action Dice for such behavior. Any ideas?
IME, it is very difficult for players to engage in certain kinds of in-character role-playing, particularly the kind that might be construed as "losing". Fear is the most obviosu example, whether it comes from going into a dark hole filled with things that want to eat you, the shambling dead that want to eat you, or the house sized fire breathing lizard that wants to eat you and take your stuff. Certainly, there are mechanical ways to simulate fear and 3.x does a good jonb with those. But as often as not, players will accept whatever the mechanical penalties are and keep on trucking, not really "playing afraid". And if there isn't a mechanical effect, few players ackowledge the scariness of a situation at all.
Fear isn't the only "negative" role-playing situation, of course: all the classical vices come to mind as things both real people and literary heroes fall prey to all the time, but rarely impact D&D protagonists (well, Greed, but that's about it...)
So, I am trying to think of ways to encourage the "that's what my character would do" mentality, even when that thing wouldn't be beneficial for the character. But I don't want to be punitive -- I don't want to punish a player for not playing the way I think they should. trather, I want to reward a player for playing their character as a dynamic, complex individual that its cold stone cool (or whatever) all the time.
The only thing I can think of off the top of my head is giving at Action Dice for such behavior. Any ideas?