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Why Critical Role is so successful...
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<blockquote data-quote="DEFCON 1" data-source="post: 8065786" data-attributes="member: 7006"><p>You want to know if your game is like Critical Role? Keep track of the CR version of the Bechdel Test.</p><p></p><ul> <li data-xf-list-type="ul">The Bedchel Test is the number of times two female characters talk to each other about anything other than a man.</li> <li data-xf-list-type="ul">The Critical Role version would be the number of times two of your players initiate a conversation with each other talking about anything other than the current plot.</li> </ul><p></p><p>How many times do your players do that? I imagine most of the time when the players "roleplay", it is their character having a conversation with an NPC that you, the DM, are speaking for and controlling. Usually about something the PC is looking for or needs. Either that... or they are talking with each other discussing the situation or plot they are in and what their plans are to do about it.</p><p></p><p>But in Critical Role? The players pull each other's character aside all the time and have complete roleplayed conversations about things as simple as how they are feeling. 3 to 5 minute improv scenes just talking about things that are bothering them, how the weather is, where they might want to go in the future, what is up with another PC... all kinds of stuff like that.</p><p></p><p>And this is exactly the result of having a game with professional actors. It's not that they are "better" at talking "in character" than normal players... but that as actors they have probably studied or taken classes in improvisation and actually know and understand improvisation techniques. And they use that understanding and desire to have unprompted improv scenes about anything at all. If you are an improv student or improv performer, you usually become pretty comfortable just talking in-character unprompted all the time, DM be damned. And that's why Critical Role can feel a lot different than your games at home. Because most likely your players are not.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8065786, member: 7006"] You want to know if your game is like Critical Role? Keep track of the CR version of the Bechdel Test. [LIST] [*]The Bedchel Test is the number of times two female characters talk to each other about anything other than a man. [*]The Critical Role version would be the number of times two of your players initiate a conversation with each other talking about anything other than the current plot. [/LIST] How many times do your players do that? I imagine most of the time when the players "roleplay", it is their character having a conversation with an NPC that you, the DM, are speaking for and controlling. Usually about something the PC is looking for or needs. Either that... or they are talking with each other discussing the situation or plot they are in and what their plans are to do about it. But in Critical Role? The players pull each other's character aside all the time and have complete roleplayed conversations about things as simple as how they are feeling. 3 to 5 minute improv scenes just talking about things that are bothering them, how the weather is, where they might want to go in the future, what is up with another PC... all kinds of stuff like that. And this is exactly the result of having a game with professional actors. It's not that they are "better" at talking "in character" than normal players... but that as actors they have probably studied or taken classes in improvisation and actually know and understand improvisation techniques. And they use that understanding and desire to have unprompted improv scenes about anything at all. If you are an improv student or improv performer, you usually become pretty comfortable just talking in-character unprompted all the time, DM be damned. And that's why Critical Role can feel a lot different than your games at home. Because most likely your players are not. [/QUOTE]
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