Seeking Advice: How to motivate players to role play more

How do you motivate players to Roleplay more?

  • XP bonus for good background story

    Votes: 7 21.9%
  • Free skill bonues for good background story

    Votes: 7 21.9%
  • Small xp awards for good roleplay in session

    Votes: 12 37.5%
  • Big xp awards for good roleplay in session

    Votes: 5 15.6%
  • The occisional impossible fight that can only be bypassed with roleplay

    Votes: 13 40.6%
  • Some bonus (like action points) for the player that sums the session / write down notes

    Votes: 6 18.8%
  • Other / My players don't need to outside motivation to roleplay deeply

    Votes: 22 68.8%

In my experience mechanical attempts to encourage role-playing, such as XP awards and the such, tend to make players unhappy. They resent it when other players get awards that they feel they deserved, and eventually start feeling like they have to jump through the DM's hoops.

The first thing I suggest is to remove the disincentive to roleplaying that is created by the XP system. Instead of adding up the XP values of creatures and the like, just give a flat XP award to the PCs for every session they participate in. No matter what happens in that session. Decide how many sessions you want the characters to take to level, and then take the XP needed for their next level and divide it by that number of sessions. Award that amount of XP per session played. If a player doesn't attend a session, their character only gets half XP. Once the players are no longer tied to killing X number of creatures for their levels, they'll start doing roleplay-y things like talking to NPCs and monsters, and occasionally running away. The players can solve problems in any way they want.

Another thing we do in our games is have players take the roles of NPCs. This allows for characters to have solo goals and quests, while letting the players play monsters and characters that would be inappropriate as long-term characters. So sure, the Assassin can take his mission against the Android Ninja Pirates, beacuse the other players are getting to play the Android Ninja Pirates! Give your players who love kewl combat powerz the chance to play a dragon, and potentially kill PCs, and you'll be amazed at how they'll start roleplaying out the dragon taunting its victims.
 

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Clavis said:
In my experience mechanical attempts to encourage role-playing, such as XP awards and the such, tend to make players unhappy. They resent it when other players get awards that they feel they deserved, and eventually start feeling like they have to jump through the DM's hoops.

The first thing I suggest is to remove the disincentive to roleplaying that is created by the XP system. Instead of adding up the XP values of creatures and the like, just give a flat XP award to the PCs for every session they participate in. No matter what happens in that session. Decide how many sessions you want the characters to take to level, and then take the XP needed for their next level and divide it by that number of sessions. Award that amount of XP per session played. If a player doesn't attend a session, their character only gets half XP. Once the players are no longer tied to killing X number of creatures for their levels, they'll start doing roleplay-y things like talking to NPCs and monsters, and occasionally running away. The players can solve problems in any way they want.

Another thing we do in our games is have players take the roles of NPCs. This allows for characters to have solo goals and quests, while letting the players play monsters and characters that would be inappropriate as long-term characters. So sure, the Assassin can take his mission against the Android Ninja Pirates, beacuse the other players are getting to play the Android Ninja Pirates! Give your players who love kewl combat powerz the chance to play a dragon, and potentially kill PCs, and you'll be amazed at how they'll start roleplaying out the dragon taunting its victims.

I like the idea of letting the party play both side on some side-dish quest very much :cool: Thanks!

About giving flat xp - I understand the point you are making and it is good, but I also think it should somehow still be linked to what the characters do. Otherwise I think it has the potential to encourage bad playing as well since you will get the same from doing something as from not doing it, even when doing it is something clearly right for you character.
 

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