Umbra
First Post
The characters in my current campaign have all dedicated themselves to the good godddess who they must find and free. The dedication ceremony granted each character the powers and spells, regardless of any restrictions, of a randomly determined cleric domain.
This has naturally led to changes in the roleplay of the group which seem to have occurred painlessly and naturally (i.e. the players haven't been forced to do it or spend a lot of time thinking about it).
1) The name of the Goddess is always on the characters lips and is guiding their actions as is proper for the faithful and usally not a part of the role-play for non-divine related classes.
2) They are sensitised to environmental clues that may relate to the goddess (when usually they need a big sign saying 'CLUE' to recognise one
)
3) Each character is exhibiting 'characteristics' of their domain and express greater interest in domain related experiences and items. Eg : the character with the craft domain is always looking out for ways to make things that can help the party even though he has no craft skills.
The third is interesting because it seems to have had a more powerful affect with the players' roleplaying than choosing skills or feats.
So what are some of the aspects in your campaign that have triggered changes in the roleplay of your group whether it be greater consistency, improved characterisation or motivation.
This has naturally led to changes in the roleplay of the group which seem to have occurred painlessly and naturally (i.e. the players haven't been forced to do it or spend a lot of time thinking about it).
1) The name of the Goddess is always on the characters lips and is guiding their actions as is proper for the faithful and usally not a part of the role-play for non-divine related classes.
2) They are sensitised to environmental clues that may relate to the goddess (when usually they need a big sign saying 'CLUE' to recognise one

3) Each character is exhibiting 'characteristics' of their domain and express greater interest in domain related experiences and items. Eg : the character with the craft domain is always looking out for ways to make things that can help the party even though he has no craft skills.
The third is interesting because it seems to have had a more powerful affect with the players' roleplaying than choosing skills or feats.
So what are some of the aspects in your campaign that have triggered changes in the roleplay of your group whether it be greater consistency, improved characterisation or motivation.