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<blockquote data-quote="iserith" data-source="post: 7533223" data-attributes="member: 97077"><p>I think there's a few ways to deal with this sort of setup. First, consider that roleplaying is just determining what your character thinks, how it acts, and what it says. Nothing else. That's all roleplaying is. To that end, even your "tactical-oriented gamers" are roleplaying when they have their characters do stuff.</p><p></p><p>If you want the players to <em>portray specific, clearly-defined aspects</em> of those characters, then that's where personality traits, ideals, bonds, and flaws - and Inspiration - come into play. I discuss a way to handle Inspiration <a href="http://www.enworld.org/forum/showthread.php?629330-The-Case-for-Inspiration" target="_blank">here</a> so that it's really engaging and easy for the DM. Having advantage in your back pocket is a great resource and your "tactical-oriented gamers" may well chase after it as a result. Your "not tactical players" will also be rewarded for what they are already doing (presumably).</p><p></p><p>Then I would suggest reviewing the rules for social interactions in the DMG and work on setting up social interaction challenges along those lines. In a nutshell, it breaks down to engaging with an NPC with a set starting attitude (hostile, indifferent, friendly) who has an agenda or instinct plus personal characteristics on par with the PCs (personality traits, ideals, bonds, and flaws). He or she has something the PCs want and beating it out of the NPC isn't possible, desirable, or optimal. The game then becomes something of a tactical situation where some PCs are trying to figure out the agenda or characteristics during the conversation (which may call for a Wisdom (Insight) check) and then this or other PCs leveraging that information by playing to the agenda or characteristics to gain advantage on subsequent Charisma ability checks (if any) to improve the NPC's attitude temporarily. The better the NPC's attitude when it's time for the PCs to finally make their demand or request, the lower the DCs for any resulting ability check to resolve whether the NPC does as asked. I find this is often enough of a challenge where the whole party needs to be involved in the scene, including the "tactical-oriented gamers."</p></blockquote><p></p>
[QUOTE="iserith, post: 7533223, member: 97077"] I think there's a few ways to deal with this sort of setup. First, consider that roleplaying is just determining what your character thinks, how it acts, and what it says. Nothing else. That's all roleplaying is. To that end, even your "tactical-oriented gamers" are roleplaying when they have their characters do stuff. If you want the players to [I]portray specific, clearly-defined aspects[/I] of those characters, then that's where personality traits, ideals, bonds, and flaws - and Inspiration - come into play. I discuss a way to handle Inspiration [URL="http://www.enworld.org/forum/showthread.php?629330-The-Case-for-Inspiration"]here[/URL] so that it's really engaging and easy for the DM. Having advantage in your back pocket is a great resource and your "tactical-oriented gamers" may well chase after it as a result. Your "not tactical players" will also be rewarded for what they are already doing (presumably). Then I would suggest reviewing the rules for social interactions in the DMG and work on setting up social interaction challenges along those lines. In a nutshell, it breaks down to engaging with an NPC with a set starting attitude (hostile, indifferent, friendly) who has an agenda or instinct plus personal characteristics on par with the PCs (personality traits, ideals, bonds, and flaws). He or she has something the PCs want and beating it out of the NPC isn't possible, desirable, or optimal. The game then becomes something of a tactical situation where some PCs are trying to figure out the agenda or characteristics during the conversation (which may call for a Wisdom (Insight) check) and then this or other PCs leveraging that information by playing to the agenda or characteristics to gain advantage on subsequent Charisma ability checks (if any) to improve the NPC's attitude temporarily. The better the NPC's attitude when it's time for the PCs to finally make their demand or request, the lower the DCs for any resulting ability check to resolve whether the NPC does as asked. I find this is often enough of a challenge where the whole party needs to be involved in the scene, including the "tactical-oriented gamers." [/QUOTE]
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