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<blockquote data-quote="haakon1" data-source="post: 6023541" data-attributes="member: 25619"><p>Good advice. Even good roleplayers can get lost at times in a complex setting, lose track of what's going on, and not know what they're supposed to do. Some aids for that:</p><p></p><p>1) Give them a patron who is asking them to do the deed. This helps them remember what the hook is, why they are risking their necks.</p><p></p><p>2) Give them a challenge that can't be overcome by might. The Polh Dubh Doraka (sp?) adventure in Dragon, where the PC's have to get a giant to give them a magic cauldron, and taking it by force or stealing it brings a curse on you, is a good module for teaching this -- you can really only "win" by role playing and making a deal with the giant. Worked nicely as a 1:1 adventure for my most hack n' slashy player. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>3) Reward roleplaying. Don't fall into the trap of having most NPC's be there for the killing, or to screw the PC's or make them into suckers. Make it a big deal and fun to NOT kill Meepo, and make it useful to have the local sheriff on your side, etc. Let the players figure out some mysteries.</p><p></p><p>4) Take notes at the end of every session. Read the notes at the beginning of the new season. Remembering stuff is important to role playing -- and if the notes focus on the role playing more than the "Joe has a +6 attack bonus" emphemera, the player's behavior may change -- "mentioned in dispatches" is it's own reward.</p><p></p><p>5) Start with light PC backgrounds, and add more depth as you go along, working with the player to fit it into the campaign. And, as with NPC's, don't use having a past as a way to screw with the players.</p></blockquote><p></p>
[QUOTE="haakon1, post: 6023541, member: 25619"] Good advice. Even good roleplayers can get lost at times in a complex setting, lose track of what's going on, and not know what they're supposed to do. Some aids for that: 1) Give them a patron who is asking them to do the deed. This helps them remember what the hook is, why they are risking their necks. 2) Give them a challenge that can't be overcome by might. The Polh Dubh Doraka (sp?) adventure in Dragon, where the PC's have to get a giant to give them a magic cauldron, and taking it by force or stealing it brings a curse on you, is a good module for teaching this -- you can really only "win" by role playing and making a deal with the giant. Worked nicely as a 1:1 adventure for my most hack n' slashy player. ;) 3) Reward roleplaying. Don't fall into the trap of having most NPC's be there for the killing, or to screw the PC's or make them into suckers. Make it a big deal and fun to NOT kill Meepo, and make it useful to have the local sheriff on your side, etc. Let the players figure out some mysteries. 4) Take notes at the end of every session. Read the notes at the beginning of the new season. Remembering stuff is important to role playing -- and if the notes focus on the role playing more than the "Joe has a +6 attack bonus" emphemera, the player's behavior may change -- "mentioned in dispatches" is it's own reward. 5) Start with light PC backgrounds, and add more depth as you go along, working with the player to fit it into the campaign. And, as with NPC's, don't use having a past as a way to screw with the players. [/QUOTE]
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