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<blockquote data-quote="pemerton" data-source="post: 5437075" data-attributes="member: 42582"><p>Are you a player or the GM? I mostly GM, so don't have so much to suggest to players. I guess if you want more in character dialogue, you could start doing it yourself. And if you want the rest of the group to get more engaged with the gameworld, you could start doing that yourself too (eg set a goal for your PC that is a meaningful ingame goal that will drive roleplaying - maybe your goal is to really embarassas an NPC rival/enemy in front of the king, so s/he will be driven out of the land in shame - and now you have a reason to do things like expose that NPCs wicked ways, or perhaps to frame the NPC, or whatever, so your adventures can be about more than just killing things and looting).</p><p></p><p>If you're the GM, then I would suggest that you set up situations and adventures that require the players to engage more with the gameworld. So have combats and other situations that enage non mechanical aspects of the PCs. In my game I've had the PCs have to rescue an imprisoned family member before the bad guys can kill him/her, I've had NPC rivals return from the dead as undead to haunt the PCs, I've had a fight in a library that the PCs were searching, so they had to be careful not to destroy the books whilst killing the enemy, etc.</p><p></p><p>I recently posted an example of how I set up a scenario that really required the PCs to think about and explore the gameworld <a href="http://www.enworld.org/forum/general-rpg-discussion/299440-exploration-scenarios-my-experiment-last-sunday.html" target="_blank">here</a></p></blockquote><p></p>
[QUOTE="pemerton, post: 5437075, member: 42582"] Are you a player or the GM? I mostly GM, so don't have so much to suggest to players. I guess if you want more in character dialogue, you could start doing it yourself. And if you want the rest of the group to get more engaged with the gameworld, you could start doing that yourself too (eg set a goal for your PC that is a meaningful ingame goal that will drive roleplaying - maybe your goal is to really embarassas an NPC rival/enemy in front of the king, so s/he will be driven out of the land in shame - and now you have a reason to do things like expose that NPCs wicked ways, or perhaps to frame the NPC, or whatever, so your adventures can be about more than just killing things and looting). If you're the GM, then I would suggest that you set up situations and adventures that require the players to engage more with the gameworld. So have combats and other situations that enage non mechanical aspects of the PCs. In my game I've had the PCs have to rescue an imprisoned family member before the bad guys can kill him/her, I've had NPC rivals return from the dead as undead to haunt the PCs, I've had a fight in a library that the PCs were searching, so they had to be careful not to destroy the books whilst killing the enemy, etc. I recently posted an example of how I set up a scenario that really required the PCs to think about and explore the gameworld [url=http://www.enworld.org/forum/general-rpg-discussion/299440-exploration-scenarios-my-experiment-last-sunday.html]here[/url] [/QUOTE]
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