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<blockquote data-quote="JustKim" data-source="post: 5437231" data-attributes="member: 5478"><p>Lead by example. If you want to see more roleplaying, do more roleplaying. Make people want to join in of their own volition, not because they're afraid of missing out on points.</p><p></p><p>Rewarding players for roleplaying is IMO not a good system. It can lead to resentment and you will most likely end up with people trying to anticipate what will get them rewarded rather than doing what they want their characters to do. I admit to falling prey to that mentality while playing Exalted, which rewards players for descriptive action. The Exalted stunting system is nice in theory but what it really encouraged was entertaining the GM, not expressing my creativity. And that's frustrating.</p><p></p><p>I also disagree with the advice of putting the characters in a situation that they must roleplay out of. Forcing someone to do something is a poor motivator, and you could end up with players avoiding situations where forced roleplaying is possible. You know, turning down your well-crafted quests, blasting your NPCs from a distance or attacking as soon as the dialog starts.</p><p></p><p>Pay attention to characters' goals, motivations, and personalities. See if you can use those details to get a character involved in a small roleplaying exchange. Test the waters, and if the player goes for it, weave a larger story around it. If the character has background details, work those into your story somehow. But don't throw it in the character's face or you may make them regret detailing their background.</p><p></p><p>Some people are shy about roleplaying and some people are just plain not interested. D&D is a game about combat with campy roots, so people don't necessarily go into it with the same expectations you have.</p></blockquote><p></p>
[QUOTE="JustKim, post: 5437231, member: 5478"] Lead by example. If you want to see more roleplaying, do more roleplaying. Make people want to join in of their own volition, not because they're afraid of missing out on points. Rewarding players for roleplaying is IMO not a good system. It can lead to resentment and you will most likely end up with people trying to anticipate what will get them rewarded rather than doing what they want their characters to do. I admit to falling prey to that mentality while playing Exalted, which rewards players for descriptive action. The Exalted stunting system is nice in theory but what it really encouraged was entertaining the GM, not expressing my creativity. And that's frustrating. I also disagree with the advice of putting the characters in a situation that they must roleplay out of. Forcing someone to do something is a poor motivator, and you could end up with players avoiding situations where forced roleplaying is possible. You know, turning down your well-crafted quests, blasting your NPCs from a distance or attacking as soon as the dialog starts. Pay attention to characters' goals, motivations, and personalities. See if you can use those details to get a character involved in a small roleplaying exchange. Test the waters, and if the player goes for it, weave a larger story around it. If the character has background details, work those into your story somehow. But don't throw it in the character's face or you may make them regret detailing their background. Some people are shy about roleplaying and some people are just plain not interested. D&D is a game about combat with campy roots, so people don't necessarily go into it with the same expectations you have. [/QUOTE]
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