Thing's That Can Make a Role Play Go Bad

Zweischneid said:
That post's just anti-gay trolling.

One of the things I love about this site is that nineteen times out of twenty, people take leading posts that could be interpreted poorly and turn them into interesting, constructive threads. Thank you, folks; I don't think there's necessarily a problem here, but you're the ones who make sure it doesn't turn into one. It's appreciated.
 

log in or register to remove this ad

Same game I told you about before. The DM wanted us to "get into true roleplaying" and have a good game with lots of good roleplay. But we game at his house, he is married with kids. It was hard to get into the fantasy roleplay mood with the sounds of the kids playing Toe Jam and Earl 3 on the XBOX. We were not mad, it was funny.
 

S'mon said:
Players & GMs who (1) can't or (2) won't roleplay out interactions in-character can make the game go bad for me; eg the CHA 18 swashbuckler played by the CHA 3 social reject, or the player who just refuses to phrase anything first-person. A world that clearly makes no sense; a GM who doesn't understand the way the system works (eg that in a no-magic-items game Clerics dominate and Fighters are worthless). One pet peeve as GM is players who resent other players getting 1-1 time with the GM to advance their political machinations and so insist on getting equal private time themselves, which they then use to talk interminably with NPCs about stuff that goes nowhere, wasting my valuable time & boring me (and the NPC) to tears.

I think #1 though is definitely players who cringe when my NPCs try to engage them in conversation.

W3rd. I hate-hate-hate when people try to go to third person to avoid role-playing. "I tell him that I know where the Evil McGuffin is." No, don't tell me, tell him!

I also get frustrated with inactive characters. I run a very open campaign, and if you wait to figure out what you're "supposed" to do, you'll end up not doing anything. You aren't supposed to do anything, you're presented with a situation, about which you can do A, B, or C. None of them are right and none of them are wrong, but they all have consequences and reprocussions. I've had some players that it took some time for them to get, used to DMs that would simply spoonfeed them plot.
 

maddman75 said:
W3rd. I hate-hate-hate when people try to go to third person to avoid role-playing. "I tell him that I know where the Evil McGuffin is." No, don't tell me, tell him!
Dialogue that is just mentioned, rather than fully recounted, has its place. Every time you meet a "He told him" sentence in a book, you have an occasion where an "I tell him" would be appropriate in a RPG. Sometimes the characters find themselves having to repeat something to several people, and sometimes the pacing of the current moment demands to shorten a dialogue.
 

I have played characters with good diplomacy skills before. Personally I suck at stuff like that. So I tell the DM: I'm using my diplomacy skill to get the info we ned from the prince" I roll. The player has no idea what to say, but the character does. Yes it takes away from the beliviblitty, but tpart of the fun of roleplay is playing characters totally different then yourself.
 

I'll grant the "I sum up what is going on" certainly has its place. But IMC saying 'I use my Diplomacy to talk to the Prince' doesn't fly. Talk to the prince. Tell him what you want to tell him. If you suck at convincing people of stuff but have a ton of skill points in social skills, then I'll take that into account. But you do have to try.

Of course I have this all predefined - Diplomacy and Bluff are passive skills. You don't say "I'm going to Bluff him", you just say your line of BS. If the crap gets too thick I'll make you roll Bluff. I use it just like I used Cha checks in AD&D, only now you can put points into it and get better at it.

Sense Motive on the other hand is an active skill. You have to tell me you're going to try and use it to get a feel for your opponent. It works rather well for me.
 

maddman75 said:
W3rd. I hate-hate-hate when people try to go to third person to avoid role-playing. "I tell him that I know where the Evil McGuffin is." No, don't tell me, tell him!
Conversely, I hate when everything has to be done through in-character, first-person conversation. Anyone else ever play in a game where they ran into this?

PLAYER: I head down to the market and buy some rations for the trip.
GM: Okay, you walk up to a stall heaped high with food of all kinds, and the pudgy merchant behind the counter greets you with "Good day! How may I assist you?"
PLAYER: I tell him I need three weeks' worth of iron rations. Is it just going to be standard prices, or...?
GM: "I have fresh apples, from the orchards south of the river! And flour milled from the finest grains in the kingdom! Whatever foodstuffs you require! Ha ha!"
PLAYER: Does he have iron rations?
GM: Do you ASK him if he has iron rations?
PLAYER: Yeah, I guess. And if he does, I buy them.
GM: Well, ASK him, then!
PLAYER:
rolleyes.gif


Generally, our group doesn't fuss over whether a conversation is described or done in-character, as long as it fits with what we're actually trying to do. If the discussion isn't that important to the plot or to the characters, narration generally wins...so if you just need to make sure that your employer is informed that you know where the evil McGuffin is, "I tell him we know where the evil McGuffin is" generally suffices. If you're telling your greatly-loved brother who is dying of a wasting disease (the cure for which you have been seeking throughout the game and can only be obtained through use of the evil McGuffin), you'll probably do it in-character instead.

Interesting, entertaining, and/or important stuff should get in-character attention. Long, routine and/or strictly expository dialogue should just be summed up so the game can keep moving.


And to follow up the recent tangent on this, I'm personally on the fence about letting "I use Diplomacy/Bluff" replace an in-character statement, mostly because the most recent iteration of our group has had a few people who aren't personally all that confident about making up a good lie or being really diplomatically adept, but have played characters who were. I think the middle-ground we reached was to have them make the roll, and then the GM asks a few questions (or makes a few suggestions based on the result of the roll) to get some specifics about the tactics being used. Followed by a mix of GM-narration, coaching, and a few key in-character moments to get the final outline of the conversation across.

It seems to work fairly well; at least, it isn't terribly awkward, it doesn't embarrass the non-diplomatic player whose character is very diplomatic, and it seems to tend towards giving the non-diplomatic players the kind of confidence and experience they need to really get comfortable doing more in-character smooth-talking. (And keeping the rolls in helps prevent diplomatic players with non-diplomatic characters from being able to steal the spotlight from 'em; the player might be silver-tongued, but when the dice hit the table they don't get to play the master negotiator if the skill points aren't there to support it.)


maddman75 said:
I also get frustrated with inactive characters. I run a very open campaign, and if you wait to figure out what you're "supposed" to do, you'll end up not doing anything.

Yeah, that's always a bad scene, a bunch of characters who just sit there doing nothing. Most of the time when we see this pop up in our games, it's because the players don't really "get" the setting yet, or because they haven't gotten comfortable enough with their characters to be able to take the driver's seat like that. I think our best games were with GMs who noticed the blank, glassy-eyed stares in response to "So what are you doing?" and immediately filled the gap with something that the characters could react to, until the players hit their stride and started taking action on their own (sometimes as little as two sessions, sometimes as many as twenty).

The worst games were with GMs whose response to the deer-in-the-headlights "I don't know what to do" expression was just to give 'em the fish-eye right back (as if that EVER works). Followed closely by the GMs who stepped up to give the PCs something to react to, but then failed to step aside once the players were comfortable enough to take the initiative on their own.

It's a tricky business, apparently. ;)

--
which makes us cling to the good gms all the more tightly
ryan
 

Personally, I think that requiring socially hesitant or unskilled players to try to smooth-talk NPCs ranks up there with making physically weak or uncoordinated players demonstrate how they're going to attack the orcs by swinging a wooden sword at a dummy.

In other words, I know it can be frustrating when people can't speak in-character (and please note that not doing so is not always an attempt to avoid roleplaying), but the alternative is restricting players to characters with their own skillsets by default. If only the witty, clever players get to play diplomats and swashbuckling ladies' men, I think the game suffers dreadfully.

I enjoy speaking in-character myself, but it's not always appropriate and it's not always worthwhile.

It's also not something that all talented roleplayers incorporate into their style.
 

mhacdebhandia said:
Personally, I think that requiring socially hesitant or unskilled players to try to smooth-talk NPCs ranks up there with making physically weak or uncoordinated players demonstrate how they're going to attack the orcs by swinging a wooden sword at a dummy.

In other words, I know it can be frustrating when people can't speak in-character (and please note that not doing so is not always an attempt to avoid roleplaying), but the alternative is restricting players to characters with their own skillsets by default. If only the witty, clever players get to play diplomats and swashbuckling ladies' men, I think the game suffers dreadfully.

I enjoy speaking in-character myself, but it's not always appropriate and it's not always worthwhile.

It's also not something that all talented roleplayers incorporate into their style.

Amen, my brother. Preach it!

If the guy with the RL charisma of 3 wants to play a character with a 20 charisma and 20 ranks of diplomacy, I'm going to filter what he says through that difference and I'm not going to make him say everything in character. That's just being a jerk.

Likewise, the overly verbose RL 18 Cha player with the 6 Cha dwarf PC is going through the same filter in the other direction.
 


Remove ads

Top