how do i get my players to actually role play?


Dungeon Magazine General Discussion


I don't mind my players prefering hack and slash to politics, but how do i get them to interact with the world a little more, and not just with a sword?


The simplest advice that I have is to give them problems that can't be solved with a sword. Run an adventure that forces them to verbally interact with NPCs. Get them to use Bluff, Diplomacy, Intimidate, and Gather Information instead of their weapons. What other skills do their characters possess? Run a game that focuses more on those things than on slicing and dicing the bad guys.

If you are not used to running a role-play heavy game, then I would let them know beforehand that you want to focus a little more on the role-playing aspect than straight hack-and-slash. This can prepare everyone for a different style.

And, of course, failure is always a great teacher. If they blow some important mission because they killed the guy they were supposed to get some key information off of (such as a password), then they may not be so eager to draw their swords right from the beginning.


It helps to lead by example, as well. Not only start focusing on it a bit more, but make sure that your roleplay your NPCs as well as you can. From the major villain to the barkeep, give the setting some life to the point that your PCs will feel the need to play to your level. But don't antagonize them about it, just have fun, be a little goofy and they'll catch on.


I'm taking over the AOW campaign from our old DM and i had no idea how much info we missed by just hack and slashing our way through every thing. I was just as guilty as they but i'm getting some good advice here. thanks.


James Keegan wrote:
It helps to lead by example, as well. Not only start focusing on it a bit more, but make sure that your roleplay your NPCs as well as you can.

Questions are a great way to delve into deeper role-playing. Give your NPCs questions to ask. They shouldn't seem like mere plot devices who are only there to give the PCs answers about the current adventure. Let them ask questions that may be unrelated to the current adventure but that may resonate loudly with other aspects of the PCs character.

Maybe a stable-boy notices the wizard in the group and starts asking questions about magic. When the mage finally breaks down and shoots off a couple of cantrips to impress the lad, everyone cracks a smile.

There have been many times in my games when a couple of well directed questions have inspired my PCs to deeper and more satisfying roleplaying.

And I give out XP like crazy for role-playing. You may be surprised how satisfied your PCs get when you throw out 25 XP (and up) for a good role-playing choice. A little bribery can go a long way. And once your group gets wind of the fact that they can get some easy XP from strutting the unique aspects of their characters, you may have them fighting each other to get in good role-playing time.


d13, as usual I'm impressed with your ideas. My take has always been to draw story elements from the character's backgrounds. The best way to get them interested in interacting in your world is to have your world interact with them. Now running a set adventure makes it a bit tricky, but I'm sure there's room in the margins for a moment or two focusing on the background and motivations of your characters.

I'd say the most important thing is not to armbar them into it. Do not make them feel coerced or they will get irritated at having to spin their wheels before they can get back to the ol' choppa-choppa. Instead let the roleplay moments be times to really make the characters feel cool--to brag them up and to let them really make a good impression. When townsfolk see adventurers who are approachable and friendly, they might stop cringing fearfully out of the way and start to hero worship them a bit. Everyone likes to be hero worshipped.


I certainly agree with the idea of not forcing players into major role playing adventures if they don't want them. I'd start by throwing a few smaller role playing encounters with more or less obvious non combatants and then work from there.

A lot of players are very uncomfortable role playing in the same manner as a lot of people are not exactly fond of giving a presentation. Sure were all friends here but that does not totally negate potential embarrassment.

As the DM its your job to lead by example, its also your job to take the first 'blow' in terms of embarrassment. Its easy for a male DM to play the 'tough' as nails inspector or whatever but make sure that your players also see you taking on roles that a male would not normally take like gushing fangirl - soak up any embarrassment that's likely to be the fallout from players role playing their PCs. Your the DM - you take the fall, if your table is going to erupt into laughter at some one role playing try and make sure they erupt into laughter at you and not another player who tries to follow your lead by playing in character and speaking with an accent etc.

Now your never going to be able to stop your table from ribbing players for taking Irish accents or any of a million other role playing events and in general it can be part of the fun - my point is for you try and take the fall first and maybe take it a number of times early on - after a bit hopefully a little ribbing between the players will be all good.

Liberty's Edge

I think I am a perfect example of your conundrum. I am in my 30's and never evolved into a roleplayer. Hell, slaughtering orcs is therapy for me. I always play a fighter, it's what I do best, but if the group needs a cleric I can do that. I'm a complete failure as a rogue, and I can't pay attention as a wizard; it's just a waste of time for everybody. But look on the bright side...the only plot hook you need for me is "there's orcs that needs killin," and I'm there. I don't need an excuse.
But with our games, we go for cinematic swashbuckling adventure, and evvybuddy has a good time.
I guess just get them interacting with whomever or whatever they're fighting, talking smack back and forth, parleying, whatever, and maybe the roleplaying deal can evolve from there. Baby steps, man. I always likes it when my orcsies is fulla themselves before I send them back to Gruumsh.
And when I say orcs, I mean most monsters in general... I'm not just a one-dimensional hack'n'slasher.


Heathansson wrote:


I guess just get them interacting with whomever or whatever they're fighting, talking smack back and forth, parleying, whatever, and maybe the roleplaying deal can evolve from there. Baby steps, man. I always likes it when my orcsies is fulla themselves before I send them back to Gruumsh.

Great advice Heathansson; if players get used to being more verbal in combat, they'll be more apt to engage NPCs in conversation. Breaks down the stigma that encounters are either 'action' or 'talk', by showing all encounters can be a blend of both.

J-


cattle prods and thumbscrews?

Dark Archive

1) As the DM, include some "forced role playing" in every session, whether it's interrogating a prisoner, haggling with a merchant, or receiving the gratitude of a noble.

2) Make these encounters require the players to respond with their character's beliefs. Something as simple as a noble stating "my fine friend, let me reward you with a garment produced by my finest seamstress -- what color and cut would suit you best?", to an efreeti demanding "STATE YOUR MOST HIDDEN DESIRE, IF YOU WISH TO PASS THROUGH THIS GATE!" This forces your players to think about roleplaying, and respond in order to advance the game session.

3) Reward roleplaying. With action points, experience points, large bags of guilt-free treasure, whatever.

Hope this helps ...


The easy answer is to reward them for roleplaying and make it easy to do so. I don't mean to say bribe them, but rather make more use of situations that can clearly be solved more easily by something other than combat.

They might find a second group of adventurers in the dungeon with whom they can trade or team up. They might encounter a group of really dumb ogre miners who aren't violent at first but can be tricked or bribed more easily than fought. They might be given a mission to find the villain's lieutenant and convince him to betray his master - if they kill him instead, the villain will be a lot harder to fight, they'll have wasted spells fighting the lieutenant, and they won't get a reward for having brought back the lieutenant.


One never-fail way to get PCs to roleplay is to spring upon them an encounter with someone obviously bigger and badder than they are. I recently sent a level 9-10 party on a mission at the behest of a huge green dragon. The plot was rather complex, and it involved freeing a fellow dragon from enslavement by an evil half-orc king with plans of conquest who possessed an artifact-level sword, so they did well to listen carefully and ask questions. Not that this party needed a nudge to RP -- they're extremely competent at it, but the question reminded me of the incident. The dragon was vaguely-to-outright threatening, but his manner of speech was refined and he presented his case in rational terms. By the way, the party accomplished the mission, but they have resolved to find and kill that green dragon someday!


The idea of providing questions is a good one. I would expand upon that and say give the PCs questions they need answer to, and then let them find the solution. "Chimes at Midnight" in Dungeon #133 had some great examples of this idea. especially the sections detailing what to do if the PCs destroy the evidence they need to proceed.

If you're playing AoW, "The Library of Last Resort" in Dungeon #132 also does a good job of this. The party gets four quests with very little information on how to handle them. Hacking and slashing through all the problems is a sure way of getting dead.

The easiest way to start is to ask the players when they reach a new town, "What do you want to do?" If you can get the wizard researching a spell or magic item, the other players are free to explore. If they want to go to a tavern, make a tavern for them to visit. If they want to find a gambling hall, roleplay that out.

If you want to cause the PCs to think more, give them less information. Drop a piece of information in their laps that tells them that so-and-so in town/city/dungeon/castle/temple such-and-such can give them the information they need for the next leg of their quest. Leave it up to the players to find out where that location is, how to get there, and how to find the person. Whatever choice they make (as long as it's not completely inane) reward them with a little more information or by letting them know they're a bit closer to their goal.

Finally, you can use rewards and punishment to reinforce roleplaying behavior. I do this by rewarding at least as much xp for roleplaying as fighting. I give large story awards of 100-200 xp per level. Every time the PCs accomplish a goal, I give them such an award. I also give 50 xp per level for every good idea or good roleplaying session. I usually limit these to one award per session per person. One player may get one for solving a puzzle in a way I didn't expect, while another gets a reward for entertaining the group with the way he played his halfling bard while the party was in the tavern.

To discrourage blanket hack-n-slashing, I make some encounters tougher than usual. The PCs generally hurt after these encounters and remember them for a long time. I also throw in unwinnable encounters. After half the party dies quickly, they usually retreat to lick their wounds. the key there is to allow the surviors to escape and take their dead comrades with them.

There's nothing wrong with killing monsters. D&D's about killing monsters and taking their loot. However, not every monster has to be dealt with face-to-face. remember to give the party experience for bypassing enounters as well as defeating (or foiling) enemies in unusual ways. If teh party keeps the ogres from chasing them by creating a rockslide, give them XP for the encounter.

Finally, if you're going to reward people for roleplaying (however you do it), let them know before, during and after play. tell them you want to encourage roleplaying and you're offering rewards. Encourage them during play by giving them informatio that needs to be followed up on. When they do roleplay, congratulate people on it. Then make a note, and at the end of the session (or the beginning of the next one) give them xp for the roleplaying they did.

And of course, you're the DM so lead by example. :)

Doug


Check out this article over at Burning Void and you might want to check out the "365 Questions" at the bottom of the page.

Also, this questionnaire by Johnn Four of Roleplaying Tips. You may also want to check out the Minor Rewards article, as it has some fun non-XP ways to reward a player.


I agree with dougnoel for the most part, although I always reward my PCs with XP for roleplaying "in the moment" as opposed to at the end of a session. It lets them know exactly what kind of roleplaying I'm looking for and it sets an immediate example for everyone at the table.

and as always Lilith, you are a fountain of useful information. many thanks.
give yourself 25 XP.


I have a player who thinks roleplaying is "I rolled a 35 on my bluff/gatherinfo/intimidate/diplomacy check" My response is "And want did you said". I'm not looking for Shakespeare here but a 35 bluff check means that you spent a LOT of points on bluff, go you.
"I tell the guard that we are were called for by random noble A." Now a 35 means the right name was dropped and the guard isn't sure if challeging your group is a good idea. It's not great but it helps the DM keep the reaction of random guard believible.

PC: I rolled a 35 bluff
DM: The guard rolled a 11 on his sense motive, ok the guard leaves your group alone.
OR
PC: I tell the guard that we are on a secret mission for Lord "A".I got a 35 on my roll.
DM:OK,guard rolls an 11, looks like you spooked him he must have heard something about Lord "A" he backs away and leaves.

The guard could even offer to clear them with some of the other guards or offer some local info. Or he could be working againist Lord "A" and "help" the party into trouble to hurt their suppose boss.
It's not much the other player could help with a roll that high. No one but a lawyer or a congressman could pull that lie off with out help.


Roleplaying is a simple concept that few people really feel comfortable with. They take it to one extreeme or another. All role play is a combination of strategy and roll, the two have to go together.

I know this is not intitutive but consider combat. (Especially in 3.5E this makes a perfect example.) 2E was notorious for "Roll" playing combat. "I guess I attack. (roll) I hit AC 5. (roll) My damage is 10."

In 3.5E one has to consider strategy. Do I move in to flank? Do I make a full attack or not? Do I risk an AOO by moving or not moving and so on. Tactics are declared but all decisions are in the end made by the impartial die.

The player does not need to know the exact detail of how to wield a weapon, how to avoid people while moving and so on. He or she is always encouraged to add this to flavor text, but in the end it's the impartial die that decides all.

The same is true for role play. Just like there is no simple "I attack" there is no simple "I use gather information." The questions "how" or "where" need always be applied. There are, one could argue tactics in role play as much as there are in combat.

Never the less, it is important not to push the role play too far over so that it becomes a test of the player and not the player's character. The impartial die has to be the final resolver. Just like not everyone is a personal master of the sword, not everyone is a personal master at the art of persusasion, or diplomacy, or intimidation. Declare, declare how, when and where, and then let the impartial die decide the effectiveness of the act ... with appropriate modfiers based on the how, when and where as necessary. Before and or after the roll comes the flavor text.

This is where we get into a odd paradox, after all the flavor text is so much fun. But that's true with combat as well, and who hasn't gone a wee bit over the top in combat descriptions. But in the end neither combat nor role play is completely free form, both are connected to tactic and roll.

Liberty's Edge

I have a group that is about 50/50 on the role playing side of things. They enjoy getting into the characters, but have trouble really keeping to them. We are currently getting started on SCAP and I've wanted to make it pretty clear that I was going to try and run it as a really RP heavy campaign and everyone was all for it, in theory anyway, but its hard to just make the switch because it sounds like a good idea. What I've ended up doing is giving each of them a notebook for any notes they might take, and for each of them to keep a journal, in character. It was originally meant to be something that they would fill out between sessions and I figured that it might help them analyze their characters thoughts, just like for the reason someone might keep a real journal.

After a bit of a rocky start where players weren't sure they liked the idea of homework it has become pretty popular. Its helped the players start to act like its a character that they've had for years rather then just like a month. The entries have started to become much more detailed and deep and I've even noticed that alot of the notes players are taking during game are written in character. All around it has worked out pretty well.


d13 wrote:
I always reward my PCs with XP for roleplaying "in the moment" as opposed to at the end of a session. It lets them know exactly what kind of roleplaying I'm looking for and it sets an immediate example for everyone at the table.

I like that idea. I don't give xp at the table for one reason. One of my players is abysmal at math - to the point where it embarrasses him. He's an excellent roleplayer. I actually have a group of very good roleplayers. I just give them a lot of incentive to continue RPing. :)

I give out xp at the beginning of the game session. When I do this, I tell everyone who got what and why. This keep sit fresh in their minds for that session. As a side effect of me keeping track of it, most players only want to know when they've leveled. (And even then they sometimes don't want to take time away from the game to level.) I generally try to take care of leveling outside of the session via email.

One thing I like about rewarding for RPing is it gives me a way to award xp when we don't have any combat in a session. Our sessions are 3-4 hours, and we generally have a non-combat session once every three games. Those are generally some of the most enjoyable and memorable sessions for the players. Getting xp for them just reinforces the idea that they don't have to kill stuff to level.

Doug


@Tzor
You just reminded me of something else we do. We have a concept of Cool Points. The idea is taken from the game Dread by Malignant Games. Every time you describe an action in a cool way, you get a bonus to a die roll. You get it when your fellow players say, "Hey, that was cool!"

If you are familiar with action points, it's the same idea. I have made the bonus for cool points +2, but +1d6 would work as well. Like action points, cool points only work on 1d20 rolls. The nice thing is cool points are self-balancing. Players don't try and use cool points for everything becuase it gets old, but when they want that extra "oomph!" they'll make the effort to describe what they want to accomplish.

@Tarlane
Something you might consider is an idea I got out of a Dragon article. You have a remembering session before each game. You ask the players what they remember and for each thing they rattle off you put a tick next to their name. You then give them 5-25 xp per tick. (I give 25 in my high-level campaign.) This is especially helpful after an RP intensive session, and can result in a nice amount of xp for the players. It helps keep everything fresh and it encourages everyone to keep notes.


d13 wrote:

As always Lilith, you are a fountain of useful information. many thanks.

give yourself 25 XP.

I do have levels in Loremaster, you know. ;-) I'll take that 25 XP and scribe a scroll with it.


Some way to roleplaying is to act out the details. Keep the players guessing what role the NPC's and Monsters play in your setting. If you say, the Merchant X in place Y sells the goods, please take look in PHB, you are guareented that your players will exactly do that. If mentioned merchants and his shop becomes full of life, including the mysterious looking chicken that has a pattern on the feathers that look like the symbol of Vecna and that the merchant is eager to sell: You get that longsword and the chicken for free.
Most players will start asking questions and if you answer questions with the question: What does your character think?
Most of the time when something unpredictable happens it is a good opportunity to ask the players what their character is actually feeling.

The Exchange

Just a couple quick tips.... have them come up with verbal conponents to cast spells. "Die a fiery death!" sounds cooler and invokes a mood better than "I cast Fireball"
Props.....hand them a sheet of paper that was crumpled up, ripped, burnt and soaked in tea that you drew the map on. It'll look really cool, almost like a real map. Drip some wax on it to seal it closed and make a mark in the wax. Have them describe some of the more mundane actions of the game. Instead of "we find a place to set up camp" have them divvy out the chores. Ahreb digs a pit for a fire, whilst I gather wood. Helenok starts setting up tents, Lepthorn scouts the area and Wilyup the Bold digs a latrine behind a large tree. Just don't take too long of a time describing the actions, it still is just setting up camp, but it will promote some roleplay: "WILYUP THE BOLD DOESN'T DIG LATRINES!!!!!". "Oh yes he does or I won't cook him any supper!" says Lepthorn stepping out of the bushes with 3 fat rabbits in hand, "we all do our share or we don't eat."

Just a couple ways I like to use when RP seems to be lagging.
Hope it helps.
FH

Dark Archive RPG Superstar Season 9 Top 32

You have to game to your players. Otherwise you're out of a job.


Fake Healer wrote:
Just a couple quick tips.... have them come up with verbal conponents to cast spells. "Die a fiery death!" sounds cooler and invokes a mood better than "I cast Fireball"

I require specific verbal spell components as well. I have always been partial to "now you see me, now you dont!" for the invisibility spell. Silly? Yes. But there is no mistaking what the wizard is trying to accomplish.

This idea doesn't have to stop at wizards though. The paladin in my group has specific prayers he utters whenever he smites evil, lays on hands, or turns undead. The bard has a specific list of songs that she knows and plays a couple specific tunes when she is trying to Enthrall or Fascinate the crowd.
Tying a specific verbal or physical phrase to a specific
in-game action is a great way to promote further role playing.

Fake Healer wrote:


Have them describe some of the more mundane actions of the game. Instead of "we find a place to set up camp" have them divvy out the chores. Ahreb digs a pit for a fire, whilst I gather wood. Helenok starts setting up tents, Lepthorn scouts the area and Wilyup the Bold digs a latrine behind a large tree. Just don't take too long of a time describing the actions, it still is just setting up camp, but it will promote some roleplayFH

Mundane activities are often some of my favorite parts of DMing. Since its never anything I specifically planned for, it allows me to riff with the PCs in the immediate situation. Someone already mentioned it in this thread, but as the DM, you have to help set the role playing tone. These everyday situations can be a great opportunity to do just that.


This may be an unpopular question... ;-) But do your players want to role-play more? If they're interested in trying it out, then there have been some great ideas in this thread. In particular, make sure you do a lot more role-playing yourself, including some pretty goofy things that get the other players relaxed and comfortable with the idea. Also, make the most of flavour text... Whenever one of our players has a critical miss on an attack, the DM rolls a few dice to come up with the result. We've had players twist their ankles, in one spectacular case our ranger tripped and snapped her bow in half, a sword flew out of the fighter's hand and nicked our poor rogue's ear before embedding itself in an ancient oak tree, etc. It's an easy, constant reminder that the mechanics are intended to describe some pretty fantastic action. :-)

If, on the other hand, your players only want to kill things... Then either run the game that way or find a new group. You play the game to have fun, and if you're trying to force the other players to play in a way that they don't enjoy, you're defeating the whole purpose of D&D. There is no "right" way to play, contrary to what some people will tell you. Role-playing is as important to the game as the players want it to be, and that's the end of it.

Another option is to play a less serious game. The most memorable campaign I ran lasted only two or three sessions. It featured a sedate, contemplative monk, a total knock-off of Ash from Army of Darkness, and a pyromaniac wizard who thought that Fireball could solve any problem (and sometimes threw them just because he could). It was the most completely absurd game I've ever been involved in, and definitely one of the most fun. You could even try switching to a different game like Kobolds Ate My Baby!, which allows the players to role-play (in an admittedly really goofy and cute/gruesome way) without having to take it in any way seriously.

But yeah, the most important thing is to play the game that allows everyone to have the most fun. If that involves bringing in more role-playing, that's great. If it involves total hack-and-slash, kick-in-the-door dungeon raiding, that's great too. And if it involves a series of kobold characters dieing horrible, terrible, bizarre deaths, that's great too. As long as you're all having fun, you're playing it properly. :-)


James Keegan wrote:

It helps to lead by example, as well. Not only start focusing on it a bit more, but make sure that your roleplay your NPCs as well as you can.

I would say this is probably the best advice anyone can give you


And I give out XP like crazy for role-playing.

I don't think you should give xp to your players just because they are roleplaying. I mean, they are just doing their part. If you start giving xp when you want them to do something they will become addicted to XP. They should roleplay because they like it and don't feel embarassed in doing it, not just because they will be given a reward. Well, that's my opinion but if you want to give them xp for roleplaying do it on your on risk.


HELLFINGER wrote:


I don't think you should give xp to your players just because they are roleplaying. I mean, they are just doing their part.

Killing monsters could also be included under the heading "just doing their part"

XP denotes Experience Points. There is more to a PCs experience than killin' bad guys and avoiding traps. I'm a firm believer that the other aspects of the game should be rewarded as well.
HELLFINGER wrote:


If you start giving xp when you want them to do something they will become addicted to XP. They should roleplay because they like it and don't feel embarassed in doing it, not just because they will be given a reward.

I totally agree with you here on the second point, but I dont think its really a problem. I cant imagine a grumpy role-player who would begrudgingly take his ad hoc 25XP, upset again at having to pretend he was his character. People are going to have fun with it, just by the nature of doing it.

And rewarding good roleplaying is a great way to make shy PCs less embarassed by it. In my opinion this only leads to a better game and a better time around the table. I never get the feeling that my players are roleplaying encounters simply for the reward.
And as far as anyone being addicted to XP. . . that sounds farfetched. . . but for argument's sake. . .
Just because they want something doesn't mean that they're gonna get it. As the DM, you control the fix, so to speak. You regulate how much XP you give out. I'm talking about a bunch of 25/50/maybe 100XP rewards. We're not talking huge, overbalancing loads of Experience. And I dont ever give anyone XP if they flat out ask me for it. Dont come looking for a reward. That's akin to metagame thinking and THAT should NEVER BE REWARDED.
HELLFINGER wrote:


Well, that's my opinion but if you want to give them xp for roleplaying do it on your on risk.

I honestly believe that XP should represent all aspects of the PCs experience. Hence "Experience" Points.

And I think that any risks involved are far outweighed by the overall quality of the game and the fun of the people at the table.


d13 wrote:


I honestly believe that XP should represent all aspects of the PCs experience. Hence "Experience" Points.

True.As you said, rewarding xp can be used to estimulate ropleplaying, and it is a good way of making shy pcs roleplay.


d13 wrote:
I require specific verbal spell components as well. I have always been partial to "now you see me, now you dont!" for the invisibility spell. Silly? Yes.

Silly, yes! We had a DM once who made up silly verbal and somatic components for an orc shaman, though. Was pretty amusing, although I wouldn't require it for my players.


make a rule; anything said in game is said by your character. that is a standing house rule in my game; if you have something to say our of character, you have to put your hand on top of your head and wiggle your fingers, unless you are asking the gm a mechanics or scenario question; like; how far away is that; please describe such and such. do voices for your npc and that will help pcs to associate conversations and meaning to roleplaying. give your npcs life; meaning dont let them be a dry statistic that provides x for the pcs, give them real cares, wants, and concerns; this will make it easier for the players to get into their role.
Also, give exps for roleplaying; I started with the exp chart in the paladium book; ie; good but futile idea and exps for defeating the mob doesn't have to be killing it. I give exps to players who submit write ups about their roleplaying; dont just give me some mechanics of what your did; tell me why you did it; and how your pc felt at the time. I will give 50 to 500 exps for such. Biggest bonus so far for such was 2250 exps for a great write up about critical things that had a big impact on the players and the game (the character was 10th level at the time).
Hope this helps.


Speaking of silly words... I always attach command words to magic items. For the rod of wonder, it's "Bam!" You can tell when a combat is not going well, because every round you hear, "Bam!" soemtimes they'll take a move action to hand the wand to someone else so they can yell out, "Bam!" as well. I allow this as long as they're already standing next to one another, as I love the rod of wonder. I have a special chart and everything. :-D


Valegrim wrote:
make a rule; anything said in game is said by your character.

For people who are just learning how to role-play, that kind of rule is WAY more likely to scare them off than to encourage good role-playing. Personally, I have a standing rule that I will not play with a group with that kind of rule. Not that it's a bad rule IF the players enjoy playing that way, but I don't.

If you want your players to role-play more, you have to encourage it, not enforce it. Provide bonuses for good role-playing, but don't penalise them for not role-playing. Don't start enforcing role-playing until the players are comfortable with it, and then only if your players want to play that way.


otter wrote:

[ Personally, I have a standing rule that I will not play with a group with that kind of rule.

You obviously have not had the problems that our group and other groups have had with what is in character and what isn't. These type arguements greatly detract from the game and can ruin stuff for everybody just because some guy wants to argue that he didnt say that even though everyone heard him say it and he just didnt like the outcome and wants a do over. By the way; I also give penalty exps when necessary, but have only done so a handful of times and the pcs have agreed it was reasonable; I never; never, never tell any other pc what any other pc has or gets as an experience reward. Pc can share that info if they wish. In my game; you get rewarded for participation; you dont get penalized for not roleplaying and can make up that exp in other ways. Saying that; I only have one pc who does not roleplay or do write ups; his choice; no pressure and he still is right along with everyone else. Like I have said before; my game has standing room only and a waiting list; people love it passionately; am not sure why really; just trying to state what I do and that it works.


Valegrim wrote:
In my game; you get rewarded for participation; you dont get penalized for not roleplaying and can make up that exp in other ways.

Indeed, penalizing someone for not roleplaying will only make someone want to play less. I'm sure we all get enough of this kind of crap at home, school, work, etc.

The "what you say is what your character says" rule is pretty effective. I have played in campaigns with it to great effect but I dont run my own game with it. I find that if I maintain talking to the players "in character", they will usually follow suit.

If you do use the above rule, however, my advice would be to start out slow. It can be a tricky rule to get used to for any player not accustomed to it. Just make sure that, as the DM, you dont get frustrated or snippy with anyone who is having a hard time with it.

And having a gesture that denotes the player speaking as opposed to the character speaking is a must when using this rule. Someone already mentioned that they had to pat their head and wiggle their fingers to speak out of character. My groups have always pretended to rip a hole in the fabric of reality.
Yeah.
Its a bit overdramatic, but hell! its roleplaying! being overdramatic should be the least of your worries!


yep; its important to remember that you get together with your friends to play and have a good time; that should always be in the back of any gms mind. I have heard some groups dress up to enhance their roleplaying immersion; we dont do that but certainly could as we all have pleanty of sets of various armor; weapons and period stuff from our years of LARP and the like activity. its just a thought, may or may not be useful.


Lots of good suggestions. I'd like to jump on those already said:

Lead by example:

Have an NPC start up a conversation that has nothing to do with anything. Just get 'em talking. Or, if you have one person who is good at it, have that person involved until the others get interested.

Award roleplaying:

Maybe give out some xp (which I'm not against) or some other kind of reward, like a free drink at the pub, a luxury suite at the inn, or whatever will make your players happy. Rewards encourage behavior, and they have worked well for my games.

Play to your players:

Don't force it. You may need to find another way to get information out to the players, either by letters, notes, books or what not. But still, you can use these to encourage roleplaying as well.

Instead of just finding a book, have an NPC show up a day later saying they found something they might be interested in, and hand them the notes that they need.


Big Jake wrote:

Award roleplaying:

Maybe give out some xp (which I'm not against) or some other kind of reward, like a free drink at the pub, a luxury suite at the inn, or whatever will make your players happy. Rewards encourage behavior, and they have worked well for my games.

I've rewarded my players by giving them a day at the bath house. They were treated like royalty - massages, hot baths, food and drink.

It was better than any XP I could have given them, as they spent the adventure down in the sewers.


dougnoel wrote:
Speaking of silly words... I always attach command words to magic items. For the rod of wonder, it's "Bam!" You can tell when a combat is not going well, because every round you hear, "Bam!" soemtimes they'll take a move action to hand the wand to someone else so they can yell out, "Bam!" as well.

'Zoink' - my PCs just found a Wand of Wonder this session.


Jeremy Mac Donald wrote:
dougnoel wrote:
Speaking of silly words... I always attach command words to magic items. For the rod of wonder, it's "Bam!" You can tell when a combat is not going well, because every round you hear, "Bam!" soemtimes they'll take a move action to hand the wand to someone else so they can yell out, "Bam!" as well.
'Zoink' - my PCs just found a Wand of Wonder this session.

Excellent! :-D

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