Prestidigitalis
First Post
Picture the following situation:
The party sets off on a two week trek across a mountain range and a barren waste to raid the lair of an evil creature that has been wreaking havoc in the region. Before they set off, they made sure to stock up on rations, climbing gear, sunrods, etc. -- all the stuff you need when you won't see civilization for a while. While on the trip they take great pains to travel with stealth, avoid ambushes, and secure their camp each night. Finally they arrive, find the creature, and the combat encounter begins.
Wait. What did the PCs talk about during those two weeks? Two weeks is actually a long, long time for just about any kind of discussion that the PCs are willing to have. Unless the characters hate each other or have taken vows of silence, there is no particular reason to think that they won't be talking quite a bit. Possible topics might include:
- Stories about previous travels and adventures, shared or separate
- Shop talk about weapons, spells, etc. -- pros and cons, techniques, prices
- Religious or philosophical arguments
- Strategic planning -- the ultimate goals of the party and the individual PCs
- Operational planning -- how to achieve the current goal
- Tactical planning -- how to fight the creature when they find it at the end of the trek
- Story-telling -- myths, legends, fables, morality tales, tall tales, lying contests
- Cultural sharing -- teaching or simply enjoying song, dance, crafts, recipes
- Complaining -- Mommy, tell him to stop!
But how do you incorporate the conversation into a role-playing game? Here are some options:
- Actively role-play any and all such conversations. Assume that no conversation of any consequence has happened unless it is role-played.
PC: "Well of course I mentioned that I have two hearts at some point during the past three years of travel!"
DM: "Nope. You really didn't."
- Declare the topics discussed and hand wave the details.
DM: "During the long nights, your characters share stories of their childhood days, bonding more tightly than ever."
PC#1: "I especially stress the close ties with my extended family."
PC#2: "I tell them about the tribal initiation I experienced, but obviously not The Secret That Must Not Be Shared With Outsiders."
PC#3: "I wind them up with a bunch of lies. You know, the kind of stuff they want to hear about dedicating myself to a life of service."
PC#4: "I smile enigmatically and go back to sharpening my blade."
- Role-play "flashback conversations" as needed.
DM: "You ride through the giant gates of the city and find yourselves awed by the grandeur and beauty of the buildings."
PC#1: "I spent six months here before I joined the party. I think I would have told them everything I knew about it."
DM: "Sure, we can do that now. Assume the conversation took place the night when you decided to visit the city."
PC#1 and DM jointly tell about the city's history, geography, culture, government, thieves guild and beer.
So how do you do it in your campaign? How well does it work? What are the pros and cons of that approach? And why does that PC have two hearts, anyway?
The party sets off on a two week trek across a mountain range and a barren waste to raid the lair of an evil creature that has been wreaking havoc in the region. Before they set off, they made sure to stock up on rations, climbing gear, sunrods, etc. -- all the stuff you need when you won't see civilization for a while. While on the trip they take great pains to travel with stealth, avoid ambushes, and secure their camp each night. Finally they arrive, find the creature, and the combat encounter begins.
Wait. What did the PCs talk about during those two weeks? Two weeks is actually a long, long time for just about any kind of discussion that the PCs are willing to have. Unless the characters hate each other or have taken vows of silence, there is no particular reason to think that they won't be talking quite a bit. Possible topics might include:
- Stories about previous travels and adventures, shared or separate
- Shop talk about weapons, spells, etc. -- pros and cons, techniques, prices
- Religious or philosophical arguments
- Strategic planning -- the ultimate goals of the party and the individual PCs
- Operational planning -- how to achieve the current goal
- Tactical planning -- how to fight the creature when they find it at the end of the trek
- Story-telling -- myths, legends, fables, morality tales, tall tales, lying contests
- Cultural sharing -- teaching or simply enjoying song, dance, crafts, recipes
- Complaining -- Mommy, tell him to stop!
But how do you incorporate the conversation into a role-playing game? Here are some options:
- Actively role-play any and all such conversations. Assume that no conversation of any consequence has happened unless it is role-played.
PC: "Well of course I mentioned that I have two hearts at some point during the past three years of travel!"
DM: "Nope. You really didn't."
- Declare the topics discussed and hand wave the details.
DM: "During the long nights, your characters share stories of their childhood days, bonding more tightly than ever."
PC#1: "I especially stress the close ties with my extended family."
PC#2: "I tell them about the tribal initiation I experienced, but obviously not The Secret That Must Not Be Shared With Outsiders."
PC#3: "I wind them up with a bunch of lies. You know, the kind of stuff they want to hear about dedicating myself to a life of service."
PC#4: "I smile enigmatically and go back to sharpening my blade."
- Role-play "flashback conversations" as needed.
DM: "You ride through the giant gates of the city and find yourselves awed by the grandeur and beauty of the buildings."
PC#1: "I spent six months here before I joined the party. I think I would have told them everything I knew about it."
DM: "Sure, we can do that now. Assume the conversation took place the night when you decided to visit the city."
PC#1 and DM jointly tell about the city's history, geography, culture, government, thieves guild and beer.
So how do you do it in your campaign? How well does it work? What are the pros and cons of that approach? And why does that PC have two hearts, anyway?