Arbiter of Wyrms
First Post
EricNoah said:Had a flash of insight recently: Some of the techniques used to get students thinking and interacting with ideas would be great when used in an RPG. I'm thinking of questioning techniques and methods of stimulating higher-order thinking. Very often the "role-playing" portion of my games is factual -- "where is the blacksmith?" for example. If I can get some good, thought-provoking questions to come out of my NPCs mouths, I might spark a more in-depth response from the players. Things like, "How is life different here than it was where you came from?" or "What made you decide to become a wizard?" or something along those lines could spark a conversation rather than a simple response that doesn't take much thought. I might need to add a line to my NPC statblocks: "Intriguing Question" or something like that.![]()
Absolutely! I think the design sensibilities go both ways. More in-depth questions would definately enhance my game. Every good adventure, and most bad ones too, have plot hooks to get the PC's motivated to do something with the adventure. Too many lesson plans fail to do that. Even those that have "plot hooks," though, often don't have very good ones, and when a class doesn't bite, they get railroaded.
I think that many of the best teachers would make pretty good DMs.