The Talk Clock

Bloodstone Mage

First Post
My apologies if this belongs more in the House Rules forum.

I'm thinking about using a sort-of house rule/mechanic to encourage role playing. I'm calling it the Talk Clock (mainly because I like the cheesy-ness of it). I time the players to see how long they can role play in-character using each others' character names and in-game references. Then, I reward the PCs who participated with EXP based on the time spent playing in-character. I want it to be a kind of a "hot potato" mechanic of role playing. I'm thinking of about 1 EXP or 2 EXP per second, or something around that time/EXP frame. I'm still thinking of how it could work and even if it's a good idea or not (which is why I'm posting this thread here). Please give me your suggestions, insights, and opinions.

Also, I'm thinking of letting players control of NPCs in combat and in certain scenarios, such as when PCs explore a new area.

Anyways, these aren't concrete, and they're ideas I just came up with, and I'm still tinkering with them.

Thanks in advance.

Cheers!
 

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I think "time spent" is not as important as "quality of".

Also, I'm thinking of letting players control of NPCs in combat and in certain scenarios, such as when PCs explore a new area.

Whoa. I wouldn't do that if I were you. Even if they're the PCs' hirelings, I still think the DM controlling them cuts down on the "human shield" factor.
 
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Well your two goals are sort of contradictory, if you want them to get into their character you want them to go full immersion and running NPCs takes them out of that perspective and makes it more of a tactical wargame.

I would avoid actual clocking, it is intrusive and you will get into fights about whether they are in character or not. Just award random amounts (a couple hundred on the spot or at the end of a session) for good roleplaying, and complement them on specifics ("I loved those viking curses you used, you gain 200 extra xp.")
 

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