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<blockquote data-quote="Robtheman" data-source="post: 5540364" data-attributes="member: 89625"><p><strong>Tips to Motivate Roleplaying</strong></p><p></p><p>Hi! I'd like to congratulate you on taking up the mantle of GM. It can be a lot of work at first but the results can be incredibly rewarding. In my opinion, the strongest GMs are the ones that are ready to learn and adapt their style of leadership and storytelling. Keep it up!</p><p></p><p>Tips</p><p>1. Become an expert on the crunch that effects non-combat interactions. As mentioned above, stopping the role playing to do some roll playing is a fast way to kill in-character exploration. Using the new GMs screen might be good. I purchased it and have been very satisfied using it as a reference for skill checks, guessing the cost of items, gauging distances and passage of time while traveling, etc. </p><p></p><p>2. Ease them in to it. Think about the personalities of your players when you aren't doing the DnD. Give the joker a chance to joke, the thinker a chance to think, and so-on. Additionally, start them role playing situations that are similar to every day life. Instead of having them deal with a mysterious shaman who sells herbs, offer up a cantankerous butcher who won't sell them a special cut of a rare specimen. We know about meat, we've all been to the butcher. This way the player doesn't have to figure out what you talk to an herbalist or alchemist or blacksmith about. It may seem insignificant to some, but few of us wants to sound stupid. Lacking the correct vocabulary can make us feel that way.</p><p></p><p>3. Develop your NPCs characters then stick to them. You can use tools on various websites to "create" ready made NPCs, then you can color in the rest - mannerisms, clothes, etc. This doesn't necessitate speaking in first person with a unique accent but find ways to be the most committed role player at the table.</p><p></p><p>4. Support each persons attempts to role play by giving small benefits during play sessions. After a particularly fun encounter you might give a "bennie" that can be turned in for a re-roll. If someone does something astoundingly awesome it might get them an extra action point.</p><p></p><p>5. Discourage any mocking of role playing attempts. I don't suggest you slap someones wrist at the table, but a private conversation about it usually resolves bad behavior if handled early on.</p><p></p><p>6. Help your players determine how their character responds to issues by presenting moral challenges. It's the same as in real life. If we don't care, we are less likely to act. Again, consider the person behind the character. Does player A have a strict moral codex? If so, they will probably respond to ethical and moral challenges.</p><p></p><p>7. 3rd person is just as good as 1st person. The only "rule" I might condone is that players stick to one or the other. You can model this yourself.</p><p></p><p>8. Have fun. The biggest challenge to role playing is the emotional state of the player. If folks are comfortable, fed, alert and fairly happy they are more likely to take risks in the game. I don't know if you host dinners or parties much, but the same rules apply. Introducing people who have things in common and greasing the wheels with food and drink is the quickest way to get conversation started.</p><p></p><p>I hope some of this is useful.</p></blockquote><p></p>
[QUOTE="Robtheman, post: 5540364, member: 89625"] [b]Tips to Motivate Roleplaying[/b] Hi! I'd like to congratulate you on taking up the mantle of GM. It can be a lot of work at first but the results can be incredibly rewarding. In my opinion, the strongest GMs are the ones that are ready to learn and adapt their style of leadership and storytelling. Keep it up! Tips 1. Become an expert on the crunch that effects non-combat interactions. As mentioned above, stopping the role playing to do some roll playing is a fast way to kill in-character exploration. Using the new GMs screen might be good. I purchased it and have been very satisfied using it as a reference for skill checks, guessing the cost of items, gauging distances and passage of time while traveling, etc. 2. Ease them in to it. Think about the personalities of your players when you aren't doing the DnD. Give the joker a chance to joke, the thinker a chance to think, and so-on. Additionally, start them role playing situations that are similar to every day life. Instead of having them deal with a mysterious shaman who sells herbs, offer up a cantankerous butcher who won't sell them a special cut of a rare specimen. We know about meat, we've all been to the butcher. This way the player doesn't have to figure out what you talk to an herbalist or alchemist or blacksmith about. It may seem insignificant to some, but few of us wants to sound stupid. Lacking the correct vocabulary can make us feel that way. 3. Develop your NPCs characters then stick to them. You can use tools on various websites to "create" ready made NPCs, then you can color in the rest - mannerisms, clothes, etc. This doesn't necessitate speaking in first person with a unique accent but find ways to be the most committed role player at the table. 4. Support each persons attempts to role play by giving small benefits during play sessions. After a particularly fun encounter you might give a "bennie" that can be turned in for a re-roll. If someone does something astoundingly awesome it might get them an extra action point. 5. Discourage any mocking of role playing attempts. I don't suggest you slap someones wrist at the table, but a private conversation about it usually resolves bad behavior if handled early on. 6. Help your players determine how their character responds to issues by presenting moral challenges. It's the same as in real life. If we don't care, we are less likely to act. Again, consider the person behind the character. Does player A have a strict moral codex? If so, they will probably respond to ethical and moral challenges. 7. 3rd person is just as good as 1st person. The only "rule" I might condone is that players stick to one or the other. You can model this yourself. 8. Have fun. The biggest challenge to role playing is the emotional state of the player. If folks are comfortable, fed, alert and fairly happy they are more likely to take risks in the game. I don't know if you host dinners or parties much, but the same rules apply. Introducing people who have things in common and greasing the wheels with food and drink is the quickest way to get conversation started. I hope some of this is useful. [/QUOTE]
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