Weem’s DM Tips for RP Prompting and Immersion

Bookmarked. Nice.

I've recently learned to roleplay more during combat because my D&D Encounters DM is running the sessions like a boardgame.

I've come up with a combat gimmick for my Githzerai Monk, Dak. He fights with a bottle of wine in his hand. (Monk's don't need to spend their starting 100g on armor, weapons, or books, so I spent all of mine on wine bottles). His signature move is the Drunken Monkey.

When it is Dak's turn, I no longer just say "Dak uses Drunken Monkey to move next to the zombie, then attacks it" with a quick attack roll and damage roll. Instead I stay in character and say something like "I was taking a pull off the bottle when the corruption zombie hit me with that mote of corruption. That bastard's gonna pay! Stumbling into my Drunken Monkey form, I lurch through the crowd to shove the broken bottle's neck down his!" Rolls to hit and damage. Etc., etc., if I hit or miss.

Another flavor enhancer is that sometimes Dak is finishing up a bottle as combat is entered, and he'll throw it at a target as an improvised ranged attack, especially if it isn't a tactically sound move.

On paper it looks like this would slow down the game, but it actually makes 4E feel much less grindy and much more cinematic.

Having players develop in-character combat rituals (like a baseball player's superstitions, not like actual in game magic rituals), catch phrases, and personalized descriptions of what their powers actually do and look like in-game really keeps that immersion going through what can be the biggest role-playing mood-destroyer in the game.

The flavor text on a power should be treated with equal importance to the power's effects!

As a DM I have been trying to encourage this type of description as well. If the player just does the "I hit and do <blagh> damage." I might give it a quick description of what happened to the target.

I have a difficult group for this, as two are casual players and new to the group, and another doesn't really like 4E and keeps making "funny" comments, out of character, that pull everyone out of the immersion.

I'm going to try a few of the things here to try and encourage the players a bit. I'm worried that if I can't get them interested in the game as more than just a tactical board game, that I'm gonna get bored myself.
 

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My tip for RP and immersion:

Make sure the details of the game world, the PC's actions, and the NPC's actions have an impact on task resolution.

editz: I like the foreground stuff. It's very similar to Kickers from Sorcerer, a good technique that works in many games.
 

I second, or third as the case may be, the idea of creating intra-party links. Creating characters should be a group effort. Sure, you can bring your Dragonborn paladin to the table, but, before we start creating the group, he shouldn't have much more than the barest skeleton of background.

I like the idea of passing around the stories. Two or three rounds of that and you have a complete party. I used a CCG card game to build parties to great effect as well.

Honestly, I think one of the biggest mistakes groups can make is to start play before having a very serious conversation about the upcoming campaign. What does everyone expect and that sort of thing. Goes so far in building a group effort.
 

Bookmarked. Nice.

Awesome! Glad you found it useful ;)

I've recently learned to roleplay more during combat because my D&D Encounters DM is running the sessions like a boardgame.

I've come up with a combat gimmick for my Githzerai Monk, Dak. He fights with a bottle of wine in his hand. (Monk's don't need to spend their starting 100g on armor, weapons, or books, so I spent all of mine on wine bottles). His signature move is the Drunken Monkey.

When it is Dak's turn, I no longer just say "Dak uses Drunken Monkey to move next to the zombie, then attacks it" with a quick attack roll and damage roll. Instead I stay in character and say something like "I was taking a pull off the bottle when the corruption zombie hit me with that mote of corruption. That bastard's gonna pay! Stumbling into my Drunken Monkey form, I lurch through the crowd to shove the broken bottle's neck down his!" Rolls to hit and damage. Etc., etc., if I hit or miss.

Sounds fun, hehe - thanks for sharing!

I'm going to try a few of the things here to try and encourage the players a bit. I'm worried that if I can't get them interested in the game as more than just a tactical board game, that I'm gonna get bored myself.

You mention trying to get them interested and it reminded me of another little post I did not too long ago called "Don't Forget the Excitement (when DM-ing)" you might check out. Basically, I share how I was reminded that the level of excitement my group has is strongly tied to the amount of excitement I bring to the table.

Maybe you are "bringing the excitement" already, but it's something to think about. Focusing on this has done wonders for my game, especially for newer players, or those quieter individuals.

My tip for RP and immersion:

Make sure the details of the game world, the PC's actions, and the NPC's actions have an impact on task resolution.

A very good tip.

editz: I like the foreground stuff. It's very similar to Kickers from Sorcerer, a good technique that works in many games.

Cool! I'm not familiar with "Kickers from Sorcerer" so... time to do some searching (or if you/anyone has a handy link that would be great!).

Honestly, I think one of the biggest mistakes groups can make is to start play before having a very serious conversation about the upcoming campaign. What does everyone expect and that sort of thing. Goes so far in building a group effort.

Yes. Absolutely. I think a good way of doing this is to plan a night to discuss the upcoming game, work on character themes (or even the characters themselves) and generally just BS about the upcoming campaign.

Just 2 nights ago, myself and 4 others got together to work on an upcoming Shadowrun campaign. We had all talked here and there about the characters we wanted to play, but here we got together for 6.5 hours and worked on them together, going over our ideas, plans and goals. The GM of this upcoming campaign was there as well, reading over various books, answering questions and giving us ideas as well as detailing what he had in mind.

Spending a night like this where the focus was on the campaign and the characters really gave us a clear vision of how our characters were going to mesh as well as what we were expecting from the upcoming campaign, and the direction we wanted to go in.

By the end of it, it felt to me like we had already played a few games together - it gave us that kind of connection to our characters and the campaign. We were all on the same page (and now very excited to get started).
 

Sweet suggestions, I love this thread.

In my current campaign I basically Foregrounded each character at the start of each chapter/module. When we started I took each character’s background story (I had told them it had to end with them arriving at a particular town – so they were all there albeit with a variety of motives and histories) and wrote a one-page ‘up to date’ history of the past month. I was sure to include the relevant material from their backstory, gave important info and hooks into the upcoming adventure* and wrote it as a story including character thoughts, emotions, future plans, etc. While there could be some concern for crossing the oft-repeated line of “you never tell a player what his character’s think,” because it was based on their backstory and conversations with the player not a single one of them took issue with it.

As we all sat down around the table I handed them each their page (nicely printed on a parchment background in an appropriate ancient script) and let them read it. The narrative for each of them ended with a paragraph setting the current scene, which I then laid out and we dove right into that scene. So the players were taken right from their character’s minds (from the narrative) into the game. And I’ve done that for every chapter since. It really works, starting the whole campaign/chapter off on a strong RP footing, and the players love getting that personal attention for their characters.

* I also ensured that elements their backstory was woven into the campaign itself, in ways that didn’t feel forced. I love it in that it makes my job easier as DM as it gives me ideas for organizations, villains, magic items, themes, etc. Now the bad guys are using the Cult of the Dragon to supplement their forces, an artifact that had been stolen is being used in a powerful ritual, that the evil befalling the land is profiteering in slaves enrages another character, etc.

One other technique that I’m using is to before the game write the results of certain known and important insight, perception or other checks onto the back of small cards. When a player succeeds at one of those checks I’ll give them the card with the result – and then they have to convey it to the rest of the party. I’ll also make them on the fly too if necessary. This solves the case of you explaining something to one player (usually when they’re away from the party) and then they get back and say “I saw something... what the DM said.” Giving them the chance to convey the information opens the opportunity for them to describe it as their character would, and thus be in character.

Combine the above with special cards for events, things they notice, etc that is unique to their character (ie, someone they recognize, or something only a master stonemason would see) doubles the power of the technique. }:)

I fourth (fifth, sixth?) the motion for creative combat descriptions too. We're still coming to find the best balance between expediency and redundancy, but when it counts I describe for sure (and the player are doing so too now).

And I've found the addition of mostly-unique "Trade Skills" for each character, or giving each character a specialty, gives each player a greater attachment to their characters and they try to find ways to use that ability or skill, further having them think as their character. Plus when they pull something off that only they could really do and it comes from their history it makes them cheer.

Game on!

Kannik
 

Kannik said:
In my current campaign I basically Foregrounded each character at the start of each chapter/module. When we started I took each character’s background story (I had told them it had to end with them arriving at a particular town – so they were all there albeit with a variety of motives and histories) and wrote a one-page ‘up to date’ history of the past month. I was sure to include the relevant material from their backstory, gave important info and hooks into the upcoming adventure* and wrote it as a story including character thoughts, emotions, future plans, etc. While there could be some concern for crossing the oft-repeated line of “you never tell a player what his character’s think,” because it was based on their backstory and conversations with the player not a single one of them took issue with it.

This does surprise me honestly. I'm not 100% sure how comfortable I'd be on either side of the screen with this - either as a player having the DM sit in the driver's seat of my character or as the DM driving someone else's character.

I suppose if the touch is very light, most people wouldn't object. How much character background do you have to work from? I tend to be pretty light in the character background area - as a player I generally just do a paragraph or two and as a DM I don't want much more than that.

Hrm, a thought occurs. I wonder if I could get my players to rotate this. Everyone takes someone else's character and does up the summary from that other character's point of view. Would take the onus off the DM to "get it right" and if you rotate it around every "chapter" the differing views of a character could help a player see how his character is being perceived.

Ooooo, I like this idea.
 

Hrm, a thought occurs. I wonder if I could get my players to rotate this. Everyone takes someone else's character and does up the summary from that other character's point of view. Would take the onus off the DM to "get it right" and if you rotate it around every "chapter" the differing views of a character could help a player see how his character is being perceived.
.

Yes, I like this combined suggestion. I will try it in my game tonight.

Kannik - thanks for the reminder to use note cards to pass along perception or other info to individual characters. It will help them stay in character and describe what they've perceived.
 



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