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Weem’s DM Tips for RP Prompting and Immersion
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<blockquote data-quote="Kannik" data-source="post: 5181267" data-attributes="member: 984"><p>Sweet suggestions, I love this thread.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>* 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. </p><p></p><p>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. </p><p></p><p>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. }<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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). </p><p></p><p>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. </p><p></p><p>Game on!</p><p></p><p>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 5181267, member: 984"] 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 [/QUOTE]
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