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<blockquote data-quote="Arilyn" data-source="post: 7188674" data-attributes="member: 6816042"><p>Vary encounters, so that some require negotiation or trickery. Not all monsters are mindless player eaters. Think about plot twists that could be introduced into story. What is your villain's goal, and how can he/she throw obstacles in players' way, that are non-combat?</p><p></p><p>If your players are asking for more role playing, chances are they have developed interesting character quirks, motivations or back stories to hook sub-plots onto. If nothing is written down, ask! Players need little encouragement to talk endlessly about their characters. Also, ask players what kinds of adventures they would like to have. If you have a mixed group, vary styles so everyone gets time doing what they love. Make sure all players have turn in spotlight, doing the things that make their character cool.</p><p></p><p>Some GMs make notes after session and ask players what went well and what could be improved. Some groups have players help story by introducing elements into game, but this is a style choice that not everyone is comfortable with. </p><p></p><p>Oh, I have also found interesting or quirky NPCs add a lot to role playing. Final Golden Rule, there are so many more ways to make characters suffer and squirm than death! Nothing like a sprinkling of angst to get the role playing juices going!</p><p></p><p>Have fun.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7188674, member: 6816042"] Vary encounters, so that some require negotiation or trickery. Not all monsters are mindless player eaters. Think about plot twists that could be introduced into story. What is your villain's goal, and how can he/she throw obstacles in players' way, that are non-combat? If your players are asking for more role playing, chances are they have developed interesting character quirks, motivations or back stories to hook sub-plots onto. If nothing is written down, ask! Players need little encouragement to talk endlessly about their characters. Also, ask players what kinds of adventures they would like to have. If you have a mixed group, vary styles so everyone gets time doing what they love. Make sure all players have turn in spotlight, doing the things that make their character cool. Some GMs make notes after session and ask players what went well and what could be improved. Some groups have players help story by introducing elements into game, but this is a style choice that not everyone is comfortable with. Oh, I have also found interesting or quirky NPCs add a lot to role playing. Final Golden Rule, there are so many more ways to make characters suffer and squirm than death! Nothing like a sprinkling of angst to get the role playing juices going! Have fun. [/QUOTE]
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