Encouraging RP?


GM Discussion


Yes, I know that time slots are limiting as is, but in our extended home campaign I am wanting to encourage a little more RP. Some of the people playing barely know if they even follow a particular deity or what their faction stands for, just happened to see a trait or the like which fit their build.

Anyone had a positive experience in brief RP enhancements amongst your players?

Liberty's Edge 1/5

First of all be prepared to have your players reject attempts to get them to "roleplay" more (by that I guess you mean act in character, talk in character etc). Not everyone plays RPGs for the same reason, and no one is playing it wrong as long as everyone is on the same page. So you might want to discuss how much roleplaying your players would actually like to see happen in the game.

But you can always test the waters by having NPCs talk to the PCs in a non-confrontational manner, have NPCs ask them about their day, who they worship, what stories they can regale upon the townsfolk etc.

Its also good to tailor some subplots around a character's background to see how they will react.

Grand Lodge 3/5

I've had plenty of RP elements in my home games. It really depends on what your players are comfortable with.

I'd say that anytime there is a chance a character does a diplomacy or intimidate check, I ask them to act out what they are doing and add a conditional bonus to the check if I feel that what they are saying or doing is effective.

The Exchange 5/5

I like DigitalMage's idea of making the PCs interact with non-threatening townsfolk. I also agree that some gamers recoil from RP like it's soap or deodorant. Many play the game because of the tactical or mathematical aspects, not because of role-play. There's a friend of mine who will beat up any NPC who talks to him in less than a groveling-for-their-life tone. But when your players ask to make a diplomacy (gather information) check, instead of serving them the Cliff notes version, introduce them to a NPC who does a quid pro quo exchange with them. "You want to know about where the hag in yon swamp lives? Why do you ask? And what's that funny-looking thing around your neck?" , "Zonkuthon? What's a 'Zonkuthon'?" , "Really! I've never heard of such a thing. How bizarre. Where do they do that again? I want to be sure never to go there!"


Unfortunately, deities play almost no role for a character in Organized Play unless the character gets their power from one. As for Factions, every player really should read through that section of the Guide to the PFS before making a character, but really should read the entire player section of the Guide to begin with. As for role-play, just try to get the players to describe a bit more in detail what their characters are doing. There are not many chances outside of combat for any role-play, but the Faction missions can give you a chance for some on a more individual basis with at least some of the players.

5/5

The hard thing with PFS is that it's often a delicateb balance between slot time remaining and role-playing opportunities. There are several recent scenarios that have great opportunities for role-playing, but if a previous combat took longer than expected, the players might miss out on it.

The most important thing to focus on is making sure your players are getting their money's worth. Often at Con's they're paying $6 to spend 4 (precious) hours at your table. Give them what they want, an experience worthy of coming back for more. That experience may be all fluff and role-play using diplomacy to bypass combats, or it may be "less talky, more stabby!" Whichever it is, as long as the table (as a whole) is having fun, go with it!

Grand Lodge 3/5

Something that occured to me is also the tone the GM sets with NPCs. If you don't take the time to setup the NPC with a good discription, then chances are they fade into the background. Sometimes player pickup the queue about interacting with NPCs by how much attention you place upon them.

The Exchange 5/5

I always found it amusing that some players consider role-play = rolling dice or fighting something. Role-playing is so much vaster than that. Neither is it "just" talking to NPCs. I believe it is a combination of all of the above.

First is extra-party roleplay. this type means interacting with the DM and his character. In Organized play campaigns, many players who focus on this type of roleplay are often considered "DM-Hogs".
Second is intra-party roleplay. This one is one that MANY players of organized play campaigns forget or completely ignore. Yet its the one that most players get to remember. Its been 7 years but I still remember the "Yellow-booted Gnome of St Cuthbert". A player only need to focus on one character at a time, allowing him/her to create a more complex character.

Often a DM will "Force" "roleplay" down the players' throat, regardless of their stats. For example, I try to offer a bribe to a city guard. I (JP) is terrible at that, but my character has a ridiculous amount of points/ranks in doing such things...
I think one of the biggest points in promoting role-play is not allowing "math comparison". I often ask that my players NOT give out any number on their sheet, instead let them qualify themselves. "I'm terrible at [skill]" or "I'm a god in [skill]". This means that a player with low skill would describe himself as such. A fun thing that sometimes happen is that a PC who is terrible but believes himself to be awesome makes the roll.

I try to to come up with characters that are unique and that have some measure of background. Its important to make it so that such a background does not over shadow the rest of the game OR not to have a character who refuses to speak to half the NPCs they meet. The goal is to give something more and see how it works...
One day, I KNOW I will get Gerard, to kill my sisters (they are evil). :p I just need to find the right amount of money...

I personally am more interested (as a player and as a dm) in having a fun time than completing an adventure on time. But not everyone is like that.
It is important to know that a campaign like PFS MUST cater to people of a number different backgrounds and interests: some like fighting, some like talking, most fall in-between. The trick is to please everyone (if possible).

Let us know how it goes... I will keep a close eye on this thread as it is one I feel should be brought to the fore.

JP

1/5

I had an amazing experience running 2-13 Murder on the Throaty Mermaid.

It's a major roleplay heavy adventure, especially because it has been meticulously planned so that any of the crew can be the murderer.

My players did interviews, searched for clues, and did a really good job of interacting with the PCs. The range of personalities really allowed my PC's to make connections with certain NPC's. I especially liked that a couple of players that tended to wallflower until combat in other adventures really performed some quality roleplaying.

My favorite moment might have been this:

One of the creepier NPC's was a fan of Knivesies. When one of my players found out he challenged her to Knivesies for information. They don't have the rules in the module, but I remembered the rules from when I ran Crimson Throne and I thought 'why not?'. So they set up some barrels and planks, got a dagger, and people threw coins while they dodged, ducked, and stabbed at each other. He won, earned her respect, and she gave the party their most pivotal clue.

I always tailor my NPC's so they address a specific NPC, especially if I can do it in a way that curbs poor roleplaying. The brutal brawny fighter of Gorum for example will not only be met with an NPC appalled by their eagerness to torture a prisoner for information, he will run into an NPC willing to murder every crew member on the ship just to make sure they kill the guilty party.

2/5 *

Don't mind my rambling.

I don't really find that knowing your god or faction is roleplaying. A player can know all these things and still not roleplay.

As GM, you can teach them about their god / faction / race through storytelling. You can and should also ask them questions and interact with them (with NPCs on occasion). You can also hit them with "tough love" if they don't even follow the basic tenets of a church or faction.

Regarding roleplaying, I feel a lot of the RP comes from the GM. Not only does he have the most face time, but he also sets the tone for the table. Players take cues from the GM and will roleplay more/less depending on what he/she does.

Having said that, many players don't like to RP (or don't feel comfortable in certain settings)!

All the same, I don't allow players to say "I make a Diplomacy/Bluff check, etc". I think that defeats the whole purpose of roleplaying. I want to hear (the gist!) of what your character is saying! Don't worry if you can't say it right... if you character has an 18 Chr and skill, he'll succeed even if your explanation isn't very good. But the point is to roleplay!

Also, I find the convention experience is completely different than the home experience. I find that it's easy to roleplay with friends, and less comfortable with strangers. Having someone you know at the gaming table helps at conventions.

Also, roleplaying can be ruined if there is a conflict at the table or a personality conflict. Recently I wanted to roleplay a certain PC concept and I just shut it down due to one particular player. Just wasn't worth it.

So there are lots of things, but I think the GM leads the story and roleplaying. If you're roleplaying, chances are the players (if they like roleplaying) will eventually do so as well.

Show, don't tell!

Liberty's Edge 5/5

I think the best way to encourage roleplay is to simply do it yourself as a GM.

If your players want to "roleplay" in a particular way in that they must have every person grovel before them or kill everything that moves, then obviously some sort of repercussion is going to happen. Don't go off script, but if your players roleplay jerks, then diplomacy checks become a little bit tougher.

But if you bring the NPC's to life through roleplay, you'd be surprised how "non-roleplayers" will tend to attempt to follow suit.

Grand Lodge 5/5

I concur, I find that the level a GM rps impacts the level to which the table RPs, though I have seen occasions where the table pulled the GM in (mostly in my LG days). Venue and time have alot to do with it too but its really the GM that has the most effect in my experience.

The Exchange 5/5

I think its *YOUR* role to bring an emphasize on RP in game sessions. Whether *YOU* are the GM or a player, if you strive to improve your RP and bring to the table "something more than a set of stats or tactics", that will greatly help.

As Michael M said table sometimes "pull" the GM in and sometimes its the other way around.

If *YOU* bring up your "A" RP game, everyone will lift it. It works.

Really.

On any Andoran's head!

JP


I tend to agree with those who say that the DM needs to RP if they want the players to. If you don't give a non-cleric a reason to know what deity they generally follow, chances are they aren't going to bother decide that becuase it never comes up. Same with faction backgrounds. A lot of players will still know that because they enjoy that kind of thing, but a lot of players aren't going to take the time to determine details and learn history that is never going to be used in the game.

Community / Forums / Organized Play / GM Discussion / Encouraging RP? All Messageboards

Want to post a reply? Sign in.
Recent threads in GM Discussion