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My Players wont Roleplay
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<blockquote data-quote="Janx" data-source="post: 1616334" data-attributes="member: 8835"><p>I think the problem is your encounters are combat encouters.</p><p></p><p></p><p></p><p>Most players would react with "I attack!" given that description.</p><p></p><p>You need to give encounters where direct combat is OBVIOUSLY not the best solution. You shouldn't make your next session an "all talk" game. If they like dungeon crawls, stick with it. But add some spots where talking gets them something.</p><p></p><p>Hostage scenes are good. A goblin with a kid being held makes it harder to kill right away. Heck, if they shoot and hit the kid, that'll have repercussions (which you should tell the player before they fire). Finding a prison cell section (with imprisoned good guys to talk to) can lead to something ("hey, let me out and I'll draw you a map of the next level").</p><p></p><p>Make them say what their character says. Don't let them get away with "I tell the goblin to let the kid go" make them tell the goblin directly ("we got you outnumbered, let the kid go or we'll enjoy slowly cutting you to pieces")</p><p></p><p>Get them invested in the campaign. If they don't have something they're trying to achieve that is directly tied to the world, they're not going to roleplay as well. A guy who "wants more powerful weapons" isn't too concerned with the details of the world, other than where the next dungeon is. Whereas, a guy who is looking for "the Sword of Ciderak" may be more interested in who wielded it last, and how all the guys who held it, became kings.</p><p></p><p>Typical easy hooks are:</p><p>looking for a specific item (tell them about a dungeon that has a specific item, not a dungeon that might have some magic stuff)</p><p></p><p>advancement in career (military career, etc. I want to become a general!)</p><p></p><p>Business advancement (give the players the pieces of a company, and they may take it up, trading or shipping company, etc)</p><p></p><p>Most role-playing comes from players finding other things to advance BESIDES their character's level.</p></blockquote><p></p>
[QUOTE="Janx, post: 1616334, member: 8835"] I think the problem is your encounters are combat encouters. Most players would react with "I attack!" given that description. You need to give encounters where direct combat is OBVIOUSLY not the best solution. You shouldn't make your next session an "all talk" game. If they like dungeon crawls, stick with it. But add some spots where talking gets them something. Hostage scenes are good. A goblin with a kid being held makes it harder to kill right away. Heck, if they shoot and hit the kid, that'll have repercussions (which you should tell the player before they fire). Finding a prison cell section (with imprisoned good guys to talk to) can lead to something ("hey, let me out and I'll draw you a map of the next level"). Make them say what their character says. Don't let them get away with "I tell the goblin to let the kid go" make them tell the goblin directly ("we got you outnumbered, let the kid go or we'll enjoy slowly cutting you to pieces") Get them invested in the campaign. If they don't have something they're trying to achieve that is directly tied to the world, they're not going to roleplay as well. A guy who "wants more powerful weapons" isn't too concerned with the details of the world, other than where the next dungeon is. Whereas, a guy who is looking for "the Sword of Ciderak" may be more interested in who wielded it last, and how all the guys who held it, became kings. Typical easy hooks are: looking for a specific item (tell them about a dungeon that has a specific item, not a dungeon that might have some magic stuff) advancement in career (military career, etc. I want to become a general!) Business advancement (give the players the pieces of a company, and they may take it up, trading or shipping company, etc) Most role-playing comes from players finding other things to advance BESIDES their character's level. [/QUOTE]
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