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The Level of Roleplaying in a Game
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<blockquote data-quote="jdavis" data-source="post: 497218" data-attributes="member: 8704"><p>Don't give the PC's all the information, make them dig for it, finding the map to the dungeon can be just as interesting as fighting the monsters. If they hear people at a bar talking about a crypt full of treasure, make sure the information is second or third hand and is full of inconsistancies, then they can go looking for people who know more about the story and keep going from there. Role Play it out. You can also get them to role play out the preparations, say there is a 40 foot chasm to cross to get to the entrance, have them role play out their planning and getting the supplies. </p><p></p><p>I always liked the house rule of staying in character when you are gaming, if they say something assume it is the character saying it, if they want to discuss something out of character, tell them to leave the table. Ask the group first before you put a rule like that in, but it does help with roleplaying.</p><p></p><p>Sometimes it is good to have the players come up with a glaring flaw for their character. You can incorporate them overcoming their flaws into the game. If a character is scared of high places then play out them trying to cross the 40 foot chasm in detail.</p><p></p><p>A big thing to remember is to not force anything onto your players, discuss your ideas first and see if they agree, maybe they have some ideas thye would like to add.</p></blockquote><p></p>
[QUOTE="jdavis, post: 497218, member: 8704"] Don't give the PC's all the information, make them dig for it, finding the map to the dungeon can be just as interesting as fighting the monsters. If they hear people at a bar talking about a crypt full of treasure, make sure the information is second or third hand and is full of inconsistancies, then they can go looking for people who know more about the story and keep going from there. Role Play it out. You can also get them to role play out the preparations, say there is a 40 foot chasm to cross to get to the entrance, have them role play out their planning and getting the supplies. I always liked the house rule of staying in character when you are gaming, if they say something assume it is the character saying it, if they want to discuss something out of character, tell them to leave the table. Ask the group first before you put a rule like that in, but it does help with roleplaying. Sometimes it is good to have the players come up with a glaring flaw for their character. You can incorporate them overcoming their flaws into the game. If a character is scared of high places then play out them trying to cross the 40 foot chasm in detail. A big thing to remember is to not force anything onto your players, discuss your ideas first and see if they agree, maybe they have some ideas thye would like to add. [/QUOTE]
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