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<blockquote data-quote="weem" data-source="post: 5168195" data-attributes="member: 9470"><p>As a player, I think voices are great in moderation. It would get to me if someone used the voice <strong>every</strong> time their character spoke. I use various voices (nothing too 'out there' though) for my characters, but I think the key is to use it occasionally, particularly when you are stressing something important, or when you want to call attention to it. I do speak from my character's perspective as often as possible, but not always with the voice.</p><p></p><p>As a DM, there's a number of things I do to get people speaking from their character. I stopped at 2 for now because it got a bit long and I should be working right now, haha....</p><p></p><p>1) Have NPC's call attention to things (naturally in conversation) that are part of their character. It can be just about anything, and can include things the player never detailed like a tunic, or dirt on their boots for example...</p><p></p><p><strong>NPC to PLAYER 1:</strong> <em>"You have some crud on yer back my friend", he steps to your side and brushes off what appears to be a few leafs and webs, "You must have been walking through the brush."</em></p><p></p><p>It adds a bit of realism, or life to a conversation (which is cool anyway). More importantly, it also calls out "character" details that will probably illicit a response of some kind, of which the player will feel more compelled to answer from the characters point of view (in my experience).</p><p></p><p>2) I will sometimes give players insights into their environment based on their race, or class etc by drawing their attention to something that would not otherwise be noticed (generally because we feel it's not important enough to). That doesn't mean it has to be important though - much of my little rp interactions like these mean nothing mechanically to the game.</p><p></p><p>For example, you could tell the group as they enter a clearing in the woods, "the cluster of trees begins to part just head of you and eventually you step into a clearing". It's a simple descriptive statement aimed at everyone in general - nothing special.</p><p></p><p>But, you can get the same information to everyone by showing it to them from the eyes of just one of the party members as well. For example, instead of the above descriptive text aimed at everyone, I may instead turn (physically turn my body) and face the Elf of the group... "This place is as peaceful of an area as you have visited in a while. Your comfort with the natural essence around you allows you a read on the path ahead - you are quickly approaching a clearing"</p><p></p><p>This puts the player into the head of his character. He knows his character has learned this because of who he is. At this point, I think most players will feel prompted to say something - again, from their characters point of view - maybe warning the players to stop before the clearing, or maybe telling them it would be a good place to rest. Either way, there is a prompt there.</p><p></p><p>It also had the added bonus of giving that player a connection to an aspect of his character that makes him unique from the others in the group. These are things (unique aspects and attention) that I think players (including myself) really enjoy. They connect you to your character and help pull you into them. It effectively sharpens the image in your mind of your character which is great for prompting more RP from a player.</p></blockquote><p></p>
[QUOTE="weem, post: 5168195, member: 9470"] As a player, I think voices are great in moderation. It would get to me if someone used the voice [B]every[/B] time their character spoke. I use various voices (nothing too 'out there' though) for my characters, but I think the key is to use it occasionally, particularly when you are stressing something important, or when you want to call attention to it. I do speak from my character's perspective as often as possible, but not always with the voice. As a DM, there's a number of things I do to get people speaking from their character. I stopped at 2 for now because it got a bit long and I should be working right now, haha.... 1) Have NPC's call attention to things (naturally in conversation) that are part of their character. It can be just about anything, and can include things the player never detailed like a tunic, or dirt on their boots for example... [B]NPC to PLAYER 1:[/B] [I]"You have some crud on yer back my friend", he steps to your side and brushes off what appears to be a few leafs and webs, "You must have been walking through the brush."[/I] It adds a bit of realism, or life to a conversation (which is cool anyway). More importantly, it also calls out "character" details that will probably illicit a response of some kind, of which the player will feel more compelled to answer from the characters point of view (in my experience). 2) I will sometimes give players insights into their environment based on their race, or class etc by drawing their attention to something that would not otherwise be noticed (generally because we feel it's not important enough to). That doesn't mean it has to be important though - much of my little rp interactions like these mean nothing mechanically to the game. For example, you could tell the group as they enter a clearing in the woods, "the cluster of trees begins to part just head of you and eventually you step into a clearing". It's a simple descriptive statement aimed at everyone in general - nothing special. But, you can get the same information to everyone by showing it to them from the eyes of just one of the party members as well. For example, instead of the above descriptive text aimed at everyone, I may instead turn (physically turn my body) and face the Elf of the group... "This place is as peaceful of an area as you have visited in a while. Your comfort with the natural essence around you allows you a read on the path ahead - you are quickly approaching a clearing" This puts the player into the head of his character. He knows his character has learned this because of who he is. At this point, I think most players will feel prompted to say something - again, from their characters point of view - maybe warning the players to stop before the clearing, or maybe telling them it would be a good place to rest. Either way, there is a prompt there. It also had the added bonus of giving that player a connection to an aspect of his character that makes him unique from the others in the group. These are things (unique aspects and attention) that I think players (including myself) really enjoy. They connect you to your character and help pull you into them. It effectively sharpens the image in your mind of your character which is great for prompting more RP from a player. [/QUOTE]
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