Putting Players on the Spot


Advice


I write about this a bit below this comic, but the TLDR is that I love when players in my games improvise a good war cry or cavalier challenge or bard song. I want to give players the chance to do that sort of thing, but I don't want to put them on the spot. I mean, not everyone is an improv whiz, you know?

Any advice on prompting that kind of interaction without making players uncomfortable?


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You can request it without stopping the game, for one.

When the bard says "I'll start up Inspire Courage" and you as the GM respond, "What do you say to inspire your allies?" and then just stop and stare at the player, that's a recipe for discomfort and awkward roleplay. But if you instead say, "Try to come up with what your inspirational speech is about, ok, next in initiative is Larry" then they player has a round to think about it and is less likely to freeze, you haven't ground the action to a halt, and if they don't come up with something you can just forget about it and move on. You've given them the opportunity for the RP, you've telegraphed your expectations for what you'd like in the game, but hopefully done so without making anyone uncomfortable.


The examples given probably are something that can be brought up either during character creation or in private between game sessions. For example when a player shows interest in making a bard, say that you'd like to hear in character lyrics as part of their bardic performance, although singing is only one possible type of performance. They may say that their not comfortable, or think it'd get old quickly. They may say their character gives speeches, dances or plays an instrument instead, although in most cases it doesn't change the outcome too much. For example you may want a description of the dance, I guess.

It would give them a chance to think about it, but that's missing the point of improvisation.

Perhaps this is to increase immersion, or sense of them being in character?


Do you make the Fighter player demonstrate a proper lunge with a longsword, the wizard has to chant while sprinkling salt on your carpet, or make the rogue pick the lock on the front door, or perhaps demonstrate a tumble between the other players?

What is the deciding factor between which skills are dice rolls with a short description and which are to be acted out by the player?

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When I'm GMing I try to choreograph scenes that will naturally set up things for my players to call on in this regard to bring more life to the scene. Something as simple as the fighter holding his axe backwards on the first missed attack in a combat will give the bard fuel for when they're going to describe their turn.
The material for their improv has already been eluded to making it easier for them to run with.


Kamicosmos wrote:

Do you make the Fighter player demonstrate a proper lunge with a longsword, the wizard has to chant while sprinkling salt on your carpet, or make the rogue pick the lock on the front door, or perhaps demonstrate a tumble between the other players?

What is the deciding factor between which skills are dice rolls with a short description and which are to be acted out by the player?

I assumed the improvisation was optional. It is definitely not a great idea to require the bard PC's player to write lyrics, spontaneously or otherwise. However, if the player actually has such talents, it could certainly be a way to enhance the fun, same as any roleplaying exercise.


blahpers wrote:
Kamicosmos wrote:

Do you make the Fighter player demonstrate a proper lunge with a longsword, the wizard has to chant while sprinkling salt on your carpet, or make the rogue pick the lock on the front door, or perhaps demonstrate a tumble between the other players?

What is the deciding factor between which skills are dice rolls with a short description and which are to be acted out by the player?

I assumed the improvisation was optional. It is definitely not a great idea to require the bard PC's player to write lyrics, spontaneously or otherwise. However, if the player actually has such talents, it could certainly be a way to enhance the fun, same as any roleplaying exercise.

This exactly. I'd like to encourage this kind of play rather than require it.


Kamicosmos wrote:

Do you make the Fighter player demonstrate a proper lunge with a longsword, the wizard has to chant while sprinkling salt on your carpet, or make the rogue pick the lock on the front door, or perhaps demonstrate a tumble between the other players?

What is the deciding factor between which skills are dice rolls with a short description and which are to be acted out by the player?

I don't make them act it out but I often encourage more flavour then just saying I attack. Not every attack but when say a player makes an attack that takes an enemy down, I will ask them to describe what happened. They usually seem pretty delighted to get some narrative control and it's more interesting for me as a gm to see what sort of mental image the player has.

The big thing (which some other people have mentioned) is provide the option to the player but move on quickly if they are stuck or on the spot. I like to ask leading questions if the person is not as good of an improviser. (a trick I learned from the character creation in dread) that way it doesn't flood the PC's with decision paralysis.

Assuming your group likes this and you have a consistent group eventually my group just started doing it themselves.

I don't use it in any game but I also have used the "bottlecap" system (stolen from the glass cannon podcast). Basically if a player goes the extra mile in their description or flavour I'll give them a bottlecap which they can cash in to roll 2d20 and take the best on 1 check. I also limit it to one bottlecap at a time to encourage them to use them and not hoard them.


That's cool. I re-read the OP, and realized I initially took it as more of a "I'm going to put my players on the spot" and that's the mindset I was in for my response. I was mainly trying to cut off another "Diplomancy should be a full on Debate Session" type of thread. ;)

But yes, by all means if the players want to describe actions more, come up with 'rituals', etc, I encourage it and reward with a die re-roll, or (before we dropped the whole XP setup) a little XP bonus.

(Just be careful what you wish for. I had a group with a very enthusiastic bard that would sing his songs. They were very long, and he wasn't nearly as good at singing or writing lyrics as he thought he was. It was painful for the rest of us....)


Kamicosmos wrote:
I was mainly trying to cut off another "Diplomancy should be a full on Debate Session" type of thread. ;)

Oh heavens no. That's an entirely different conversation. You may debate me on the topic over here: http://www.handbookofheroes.com/archives/comic/gather-information


DRD1812 wrote:
Kamicosmos wrote:
I was mainly trying to cut off another "Diplomancy should be a full on Debate Session" type of thread. ;)

Oh heavens no. That's an entirely different conversation. You may debate me on the topic over here: http://www.handbookofheroes.com/archives/comic/gather-information

Couldn't I just make a roll instead?

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