
Reinhardt |

Alright, so I'm currently GMing a game. This is my 2nd attempt at GMing. We all gave up on my 1st attempt as APPARENTLY it's a bad idea for a new GM to design a campaign from the ground up... Especially if he's new to Pathfinder as a whole.
Go figure.
Anyways, the current campaign is going pretty well from my viewpoint, and the players seem to agree. However, 1 complaint we have all had so far, myself included, is that there's not enough RPing.
I know for a fact that the bulk of this is my fault... I always forget to, say, have the characters sleep/keep watch/etc. when they say they're sleeping. Or have a conversation when they're talking to an NPC.
At the same time, however, my group always forgets about this stuff til after the session is over. And are always quick to complain about it.
So I've decided to compile a list, which I will keep in front of me at all times, of RP rules that need to be enforced. This is what I have so far-
1- Our characters need to sit down and eat, which we’ll need to RP
2- Same with sleeping, we’ll also need to post a guard for this
3- Enemies can attack us during these times
4- Anyone who sleeps in their armor/sleeps without a bedroll or some such thing will suffer penalties
Does that seem fair? What else can I add? Any other tips/strategies you guys can offer to help me increase the amount of RPing being done? I'm pretty desperate here; if I can fix this I think this campaign will go smashingly. So, please help? Thanks. =3

master_marshmallow |

A lot of newer groups don't have a lot of RP to start.
Advice is to do less combat encounters, and have more character interactions.
Do voices, as the DM it's your job to get the players interested in RPing and if you aren't willing to do the voices and play the characters you make for them to interact with, then they will never want to RP to interact with them.

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Seems fair, though I personally detest the sleeping in armor mechanics. As to adding more RP into the campaign I would just keep the little things in mind:
Have your NPCs speak in character (make up a dumb voice for them if you enjoy that)
Have the party with the shopkeeper when they buy gear (the better they RP the lower the price gets)
Have their "pointless RP conversations" mean something (if they agree to something 'in character' hold them to it, if they appeal to an NPC in a way that fits that NPC's character let it play out)

anarchitect |
Watch some "Who's line" together as a group. Watch a good movie in the genre of the game you're running. Get people into the idea of acting out scenes.
Then, when they make their rolls, they succeed or fail. Ask them to act it out AFTER then roll, so they know what the end result is. One of the major issues I've had as a gamer is trying to act out a scene before I know if my character is suavely seducing the queen or making a royal fool of himself. If I know the result, I can act appropriately. So go ahead and make the social rolls up front, but then ask the player to act out the result afterwards.

Reinhardt |

"Advice is to do less combat encounters, and have more character interactions."
This^^^ Never occurred to me. Which is really kinda depressing. XD
That's something I'll definitely have to start doing.
I do however, see a large part of the problem stemming from 1 of the players, in the way that, he'll say he's RPing... And then he doesn't. He just kinda says what his character is doing, and calls it RPing... And then complains about the lack of RPing.
Like I said, the bulk of this is on me, and I in no way intend to blame him, but any advice on how to draw him out?
I also find the idea of better RPing=lower prices to be a good 1, and 1 that would likely work splendidly with my group. Maybe I could expand that to better Rping=better loot?
Edit- I'd like to note that there are only 2 players other than myself; which is where alot of this stems from most likely.

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better RPing=better loot could certainly work, but you have to make sure they know how their RP ties into the loot. If the reward comes too long after the act they might miss the connection, even if you tell them. Bartering works well because the RPer can quickly and clearly see how his RP is effecting a tangible asset [his coin purse]. Just try to stay somewhat close to the Wealth By Level guidelines or the encounters may become harder or easier than expected.

Jaelithe |
Watch some "Who's line" together as a group. Watch a good movie in the genre of the game you're running. Get people into the idea of acting out scenes.
Then, when they make their rolls, they succeed or fail. Ask them to act it out AFTER then roll, so they know what the end result is. One of the major issues I've had as a gamer is trying to act out a scene before I know if my character is suavely seducing the queen or making a royal fool of himself. If I know the result, I can act appropriately. So go ahead and make the social rolls up front, but then ask the player to act out the result afterwards.
Interesting. Some couldn't do that, in that they'd have no desire to role-play knowing they'd already been preordained to fail by a previous roll. Now if the DM told them they just might be able to recoup the situation with a great role-play, sure ... but simply to showcase ineptitude? Many would just say, "I failed. What happens?"

Omernon |

You can't force someone to roleplay if all he wants is combat and experience, but you can encourage him to do it. This doesn't mean that you should force him to do so, because the effect you'll get will be pretty much opposite.
Here are my advices:
1. ROLEPLAY!!! You can't just create an old dungeon and say it's creepy. You need to make them believe you. Picture it for them; highlight its ancient walls, aweful stench, darkness, silence, strange feeling of being watched... Maybe some skulls impaled on spike right outside, pools of dry blood on walls etc. Describe it in the best way you can and if you are not good at improvisation then write description of the place and read it out loud but make sure that you voice is not dull, but mysterious, maybe scary, anything that will help you create the right atmosphere.
2. Add NPCs and scenes that have nothing to do with main storyline but give it nice flavor. It can be some angry merchants arguing over something, brawl in an inn, lady in need etc.
3. Give life to your main NPCs. You don't have to give every single NPC his own special personality, but make sure that players won't forget your main NPCs - whether they are their friend or enemies. Make players respect, like, love or hate them; extreme emotions will make them unforgettable.
4. Roleplay while fighting. You don't want to hear simple "I slash him with my sword". Ask them to describe their moves and let them go wild - let rogue make a frontflip over his enemy without punishing your players with extra rules. As long as it's not gamebreaking or completely out of space then why you should discourage them? If player wants to skateboard on a shield like Legolas then let him, we are roleplaying in high fantasy setting.
1- Our characters need to sit down and eat, which we’ll need to RP2- Same with sleeping, we’ll also need to post a guard for this
3- Enemies can attack us during these times
4- Anyone who sleeps in their armor/sleeps without a bedroll or some such thing will suffer penalties
Good ideas, but make sure that you don't spend too much time sitting and trying to RP. If you have a group of warmongers then they will just sit and stare at eachother without much to say. It's good idea to have NPC in group that you'll use to start conversation with other players.

Adamantine Dragon |

I think "we don't do enough role playing" is a common lament in this hobby, but attempts to enforce role playing can backfire, especially if the table doesn't have a compatible definition of what "role play" means. To some players it seems to mean talking in funny accents or getting into in-game arguments with other player characters. It is easy to go from "there's not enough role play" to "this is a boring campaign" if you aren't careful.
Rewarding role play with experience points or loot can actually suppress role playing for certain personality types who feel they are being punished for not being extroverts. I've seen players totally shut down because they feel they can't role play properly and the campaign is punishing them for their lack of role playing skills.
I would tread carefully in this area. A little adjustment goes a long way, so I'd try one or two things at a time instead of attempting a wholesale revamping of the table dynamics.

Kimera757 |
Alright, so I'm currently GMing a game. This is my 2nd attempt at GMing. We all gave up on my 1st attempt as APPARENTLY it's a bad idea for a new GM to design a campaign from the ground up... Especially if he's new to Pathfinder as a whole.
Go figure.
Anyways, the current campaign is going pretty well from my viewpoint, and the players seem to agree. However, 1 complaint we have all had so far, myself included, is that there's not enough RPing.
I know for a fact that the bulk of this is my fault... I always forget to, say, have the characters sleep/keep watch/etc. when they say they're sleeping. Or have a conversation when they're talking to an NPC.
At the same time, however, my group always forgets about this stuff til after the session is over. And are always quick to complain about it.
So I've decided to compile a list, which I will keep in front of me at all times, of RP rules that need to be enforced. This is what I have so far-
1- Our characters need to sit down and eat, which we’ll need to RP
That's something I'd skip. You could cover that in a sentence. It's not interesting, it's literally an everyday thing.
2- Same with sleeping, we’ll also need to post a guard for this
This I agree with. To keep it simple, the players should build a routine watch schedule (and marching order) and then use that as "default". You don't want to slow down the game over such details.
3- Enemies can attack us during these times
Perfectly acceptable. "While you're eating lunch..." PCs become paranoid quickly and expect everyone to eat in full armor, with just their helmets off. They probably do that even in an inn.
4- Anyone who sleeps in their armor/sleeps without a bedroll or some such thing will suffer penalties
Players hate this, but it's a reasonable rule.
Does that seem fair? What else can I add? Any other tips/strategies you guys can offer to help me increase the amount of RPing being done? I'm pretty desperate here; if I can fix this I think this campaign will go smashingly. So, please help? Thanks. =3
It seems like you're focusing on the mundane and not the interesting parts of an adventure. Also, point 3 seems to be designed to get PCs off their guard so you can "sneak attack" them. Players would rebel. Expect lots of "I wolf the food down"...
RP encounters should cover giving plot-relevant details, buying magic items, and other mechanical things at first. IME players grab onto one or two PCs and start "liking" them, and there's no way to predict who they will like. Once they like someone, then the real RP can come into play.

Kolokotroni |

Like I said, the bulk of this is on me, and I in no way intend to blame him, but any advice on how to draw him out?
What I do is give out bonuses for good roleplay.
So for instance, the party has to talk their way into a fancy ball.
DM: You come to the front gate and the guard says "May I see your invitations please?'
Player: I lie telling him I left my invitation home but I am on the list, rolls bluff
DM: What do you actually say?
Player: Oh uh, Well my wife the uh, baroness, of [insert location in your setting here]Was running late so we had to rush out of the house and left it behind. Surely you dont want to keep her waiting do you?
DM: Cool, add +2 to your bluff roll for good roleplay.
Resolve scene.
Also adding in challenges meant to be overcome with roleplay (social situations, investigations, negotiations etc) can really bring stuff like this out. Players still get to roll dice to make checks, but its also a space to roleplay. And I find if they think they can get an 'edge' from good roleplay, it will encourage them all the more.
I also find the idea of better RPing=lower prices to be a good 1, and 1 that would likely work splendidly with my group. Maybe I could expand that to better Rping=better loot?
Be careful with this, you dont want it to become a 1 for 1 exchange, otherwise players will eventually start demanding a direct reward for every sentance they speak. I'd rather offer it in a little looser forms like a bonus to a check, or I also give hero points for good roleplay (a subsystem detailed in the advanced players guide).
Edit- I'd like to note that there are only 2 players other than myself; which is where alot of this stems from most likely.
Actaully a small group can really bring OUT the roleplay if you work at it. There is more face time and each relationship with npcs matter more. You can make adventures, and challenges more personal to the characters, bringing out hopefully a more personally meaningful story. Thats harder in a big group, but with just 2 players once you get going it should really pick up.

Kalridian |

Bonus XP for good roleplaying work wonders too. Or if you play without XP (which I recommend), make up an alternate reward system. I award something one of my players has jokingly called "happy-points" (as you can imagine, the name stuck). I award them for exceptional roleplaying and for creative problem solving in character and a certain amount of them can be exchanged into a reroll or a free skillpoint.

anarchitect |
Interesting. Some couldn't do that, in that they'd have no desire to role-play knowing they'd already been preordained to fail by a previous roll. Now if the DM told them they just might be able to recoup the situation with a great role-play, sure ... but simply to showcase ineptitude? Many would just say, "I failed. What happens?"
You're on the right track. The thing is, players like Agency. The more say you give them in what happens, the better. So the dice say you failed. But they don't say HOW you failed. The typical novice GM assumes that filling in that "How" is their job. After all, they're telling a story, and the player is the audience, right? The Veteran GM, on the other hand, lets the PLAYER say how they failed. That gives the player the ability to have some fun with it. They can describe how they failed in a way that they find entertaining, which takes the sting off failure. It also lets them fail in a way that reinforces their character's personality. Basically, you say "You failed... What happened?"
Now letting the player's RP have some measure of damage control is also a great idea. Don't let go of that one. Tell your players that and they'll really put the effort in.
By way of example, let's say each party member is given an audience with the queen, with the opportunity to charm her and gain her favor. And let's say, they all fail their diplomacy checks.
The barbarian says "Well I'm an uncouth northman. I just go in, sit my dirty but in a nice chair and throw a leg over the arm, eating as we talk. The conversation consists of 'Me like smash enemies. Me smash enemies for you.'"
The Gnome Bard says "I tell jokes and riddles, many of them gently ribbing her station, her dress, etc. This is perfectly acceptable manners in a Gnomish court, but I guess humans are touchy."
The Chaotic Good Fighter says "In my country we have no nobles, and everyone is equal. I have trouble treating her with the kind of deference she expects from her station.
The Haughty elf says "Funny little human, putting on airs. Doesn't she know that the lowest of elves outranks the highest of humans?"
The Thief says "I never expected to ever speak to a noble, at least, outside of a courtroom. I try my best, but I have no idea how to speak. I also may have been caught trying to nick the silver."
The wizard says "I attempt to impress her with how smart and well-educated I am. I use a lot of big words and make references to all the most important philisophical and arcane texts. I think most of it went over her head."
In each case, each player got to use what could have just been a loss, as an opportunity to further define and flesh out their character. From a storytelling perspective, failure can be as interesting as success. Honestly, a good rule is not to roll the dice unless failure has the potential to be as interesting as success.

Muad'Dib |

I'd say pick your moments when you want good RP. When you get to one of those moments raise your hand and say, "going forward all conversation will be in character". (or skill use in the event the player has less charisma than his/her character).
Do not make this moment longer than the group can handle.
As for RP'ing eating and sleeping. Does this advance the story, does it enritch the game?
Just set a default sleep watch that the group aggrees on and let them know it is their responsibility to let you know if they deviate from this watch.
The GM sets the tone for RP. If he is talking in character the players have a better chance doing the same. Also let the players RP, do not interupt them even if they are messing up the facts.
Less combat does not always = more RP. You should be RP'ing combat as well.
I like Kalridian's exp reward advice. I give out coins at our table for good RP. These coins can be used to roll an additional dice. Players love em. Oh, I also take them away for bad RP/disruptive behavior.
-MD