Author Topic: Encouraging Roleplaying (as DM)  (Read 5501 times)

Offline Necrosnoop110

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Encouraging Roleplaying (as DM)
« on: April 15, 2012, 03:42:41 PM »
What are some good simple ways the DM can encourage the PCs to roleplay?

Offline Libertad

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Re: Encouraging Roleplaying (as DM)
« Reply #1 on: April 15, 2012, 07:06:11 PM »
Just a few ideas:

You can try and give in-game incentives for creating detailed character backstories.  A war veteran may get a 10% at army surplus shops, an evangelist priest may gain bonuses on interaction checks and free room and board at houses of worship.

You can also incorporate stuff like Hero Points from Mutants & Masterminds, which you get for fulfilling personal goals and acting in-character when it brings complications.  Hero Points can be spent to do things better.

Offline weenog

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Re: Encouraging Roleplaying (as DM)
« Reply #2 on: April 15, 2012, 07:43:23 PM »
Don't be stuffy about it.  If somebody wants to roleplay something silly or off-colour, let 'em.  It's their role, not yours, it's not your place to judge.

Don't discourage social interaction skill rolls.  This might sound counterproductive, but you must understand that some players just aren't very good at being smooth, manipulative or fearsome, nor at picking up subtle cues, just like most players would have a hard time lifting even their own body weight and may not know an aorta from an artichoke.  The social interaction skills are there to help characters do what their players can't, and should be used as such.  If you punish someone socially awkward for being socially awkward, he's going to clam up, so don't do that... let him use the tools the system provides him to be the suave James Bond type or ferocious mongol officer, if you want to encourage him to try.

Set an example.  Try to provide a little more detail in what you're doing, and make it interactive.  Nobody gives two shits about Generic NPC #27, even if she has a name.  If she's clearly an elf, yet seems to be humming a harsh orc tune on her way to market, pausing only to scold and shout at children playing in the street, that's distinctive, and might draw attention.  Be ready with the how and why of it if the PCs check it out -- maybe she sympathizes with the half-orc underclass (and can point them to a short side-quest involving them) because she feels the higher classes in the city have gotten too lazy and helpless, and dislikes seeing children playing when they should be working apprenticeships -- and don't bite their heads off for it, even if she is snappish... remember you're trying to encourage the PCs to interact, and you'll do exactly the opposite if they get the impression that it's not safe because the first thing they touched exploded.
« Last Edit: April 15, 2012, 07:58:26 PM by weenog »
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Offline Unbeliever

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Re: Encouraging Roleplaying (as DM)
« Reply #3 on: April 15, 2012, 08:05:42 PM »
Make sure the characters have motivations.  They need to have reasons to do what they do, even if it's the standard D&D killing monsters and taking their stuff.  I find that kind of hook tends to lead to more durable personalities that can then evolve over the course of several sessions. 

Offline RetroGamer24

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Re: Encouraging Roleplaying (as DM)
« Reply #4 on: April 16, 2012, 12:15:41 PM »
DMs should do some role playing too to help ease people into it.  Show it is okay to ham it up at times and have a nice feel about the room.  No need to be Sean Connery in your acting (Screw you Trebek!) but enough to where shy people may feel it is okay to come out of their shells if they want (no need to force as has been stated).

One other thing, I know this isn't a problem but it may need to be stated.  If a player is lacking the real world experience ( as in playing a game set in a modern world) not to have that be an influence on their role playing.
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Offline veekie

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Re: Encouraging Roleplaying (as DM)
« Reply #5 on: April 16, 2012, 12:28:26 PM »
Incentivizing roleplay is one way, though it tends to produce rather 1 dimensional play. Adding details for the players to interact with also gives more hooks. Major plot hooks are just that, but theres no reason why each character and scene should not have 1-2 minor hooks that interacts with some of their nature.
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Offline archangel.arcanis

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Re: Encouraging Roleplaying (as DM)
« Reply #6 on: April 16, 2012, 12:30:58 PM »
give everyone they meet a personality. If Ted the blacksmith is nothing but a vending machine then why would they want to interact with him, this (lack of personality) also leads to the trend of Ted being seen as the easy 50xp when near a level.

Offline RetroGamer24

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Re: Encouraging Roleplaying (as DM)
« Reply #7 on: April 16, 2012, 12:48:55 PM »
"I waste 'em with my crossbow"

Being said about not wanting an NPC to be either a stat block nor 50 xp is it bad manner to punish a player for role playing as what is normal.  My example:

I am with a group (was solo rping with a friend and he is DM) and we are looking for someone whom has a cure or is a doctor.  We are travling along a road, post modern setting with a bit of alternate history.  Now something else catches out eye but not before some random npc starts flipping us all the bird.  One DMPC has a rifle and can shoot the offending npcs.  My character okays it.  Spot one dead npc.  After session is over DM informs that the npc shot was one doctor whom the party needed.  I acted according to my character and got punished. 
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Offline RobbyPants

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Re: Encouraging Roleplaying (as DM)
« Reply #8 on: April 19, 2012, 08:42:36 AM »
The more they develop their PC, the more likely they are to roleplay. If they are just a race, class, and alignment, that doesn't give a lot of motivation. A backstory is a good way to get them to think about their PC as a person. In addition, you can ask them some general questions, even before the game is started just to get them thinking in their PC's frame of mind. Even if it's really broad like:

"What would you do if you saw someone stealing bread to feed their family?", or

"Is it okay to kill prisoners if you think they might attack you later if you let them go?".

Heck, they don't even have to be philosophical. It can be stuff like:

"What does your character like to eat and drink?" or "What's he do in his spare time?"


give everyone they meet a personality. If Ted the blacksmith is nothing but a vending machine then why would they want to interact with him, this (lack of personality) also leads to the trend of Ted being seen as the easy 50xp when near a level.
This, too. It's basically leading by example.

I used to give some of my NPCs voices. Shortly after Snatch came out, I had a character that was a lot like Mickey (the pikey played by Brad Pitt) with the voice and all (the best I could muster), and the players would go out of their way to deal with him because they thought he was so funny.

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Offline nijineko

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Re: Encouraging Roleplaying (as DM)
« Reply #9 on: April 19, 2012, 04:09:24 PM »
the 5 line personality rule. works for everything sentient and even some sub-sentients.

Offline Yirrare

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Re: Encouraging Roleplaying (as DM)
« Reply #10 on: April 20, 2012, 08:01:43 AM »
the 5 line personality rule. works for everything sentient and even some sub-sentients.
5 line personality rule?
Feel free to elaborate for those of us who might not know this by heart?

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Offline nijineko

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Re: Encouraging Roleplaying (as DM)
« Reply #11 on: April 20, 2012, 03:48:50 PM »
i found the original form in some old dungeon or dragon mag.

basically, it is five sentences. each one describes an aspect of the character.

what you describe can actually vary depending on needs of campaign, setting, and the like... so i will give an example:

first line is the who-what-where line. name, occupation, place of residence.

the second line is the public goals line. this is what they say the want, and are relatively open about.

the third line is the private goals line. this is what the really want, but don't necessarily want to have others know about.

the fourth line is the personality and appearance line. a mental and physical desc that can fit in one compound sentence. some variants of this method split this into two lines.

the fifth line is the allies and enemies line. listed here are the people they go to, avoid, keep secrets from, keep tabs on, etc. again, in some methods, this line is split into two.



the implication is that if you can't keep it down to five sentences, that you are either stroking your own ego, flexing your creative muscles beyond what might be needed for the situation, or it is no longer a minor npc.

i have a modified version of the mini-sheet for henchmen/familiar/mount/animal companion, etc where i write the five lines on the back and any relevant stats on the front. (contained in the archive, see sig) Another version which I have not made public gives more space for the five lines, and less for combat stats. it is used for npcs which are intended to be rp interaction only, or minor bit characters.

Offline SneeR

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Re: Encouraging Roleplaying (as DM)
« Reply #12 on: April 20, 2012, 06:32:16 PM »
Here is an idea I came up with. You can change the bonus to attacks and skills to something else if it is too intrusive. Maybe bonus XP? I think it works well, though.
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Offline nijineko

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Re: Encouraging Roleplaying (as DM)
« Reply #13 on: April 23, 2012, 01:50:47 AM »
I also like to try to be descriptive of the surroundings. give players stuff to play with. when they find ropes to hanging chandeliers , or bottles and rags and alcohol, or other fun objects to turn into creative uses, they will start to look for them. give them a few movie moments, and they will start trying to create their own after a while.

Also, get in the habit of the "rule of yes". people feel more encouraged if they get the feeling you will allow creative and fun stuff. And don't take too long to figure out how to adjudicate it. make something up, allow suggestions if you are stuck, write it down, let the lawyers look it up after game session, and roll and role and get on with game!

Offline RealMarkP

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Re: Encouraging Roleplaying (as DM)
« Reply #14 on: June 20, 2012, 01:26:09 PM »
There is a good article here and here. I've run into problems where my players were not motivated enough to role play and it felt as if they were going through the actions of D&D instead of enjoying the game. My solution was to ask for a character background, their motivations, and life aspirations. I would sprinkle the life aspirations into the story so that they would feel as if they are accomplishing something.

Players, when they design a character, want they to be something. You, as the DM, should facilitate that without breaking your campaign (as in, they get too OP) and without alienating the other players. If a character wants to be a blacksmith, allow him to make items for the entire group. Make certain items hard to come by, forcing him to craft things.

I would avoid personalized quests for characters because they tend to be hard to fit into a campaign. It is also favoritism if done within the larger group.

EDIT: One more thing I like to add is that during a social encounter, one that involves roll playing, pick a handful of skills (randomly) and see how you can fit them into a conversation. As an example, a greedy merchant is closing up show for the day but the players want to buy/sell. He is frustrated and denies their request... unless they amuse him. "Do a backflip" he says or "Kick your friend in the groin". Soon, you have something to talk about. Another thing that I found fun was to employ racism/sexism into the game. Make the merchants as sexist or as racist as possible. The watch your players react.

EDIT 2: Have your players pick flaws or Traits that changes their behavior. Being lecherous was always the most amusing flaw.
« Last Edit: June 20, 2012, 01:33:19 PM by RealMarkP »

Offline nijineko

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Re: Encouraging Roleplaying (as DM)
« Reply #15 on: June 20, 2012, 03:56:59 PM »
i find that the op ones tend to work the hardest if you make the quest in line with their goals.

for example, i started dropping hints about how they could become epic, and they sure latched onto that one! now they are pursuing the side quests religiously in order to pick up more hints and build up to where they can qualify for epic. lots more rp all around.  i think it's because they know they are going to get what they want, and can see the progress towards their goals.

Offline Azremodehar

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Re: Encouraging Roleplaying (as DM)
« Reply #16 on: June 21, 2012, 12:12:06 AM »
Since I almost always require a character background write-up prior to (or shortly after, if it was more spontaneous) the beginning of the game, I like to give bonuses for a well-written background. It also provides me with personalised story-hooks and NPC-fodder that make the players more likely to play their chosen roles.

...I also tend to give out (small) XP bonuses for inspired or entertaining roleplay, and make sure my players know this.

Offline littha

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Re: Encouraging Roleplaying (as DM)
« Reply #17 on: June 21, 2012, 04:46:20 AM »
...I also tend to give out (small) XP bonuses for inspired or entertaining roleplay, and make sure my players know this.

I had a DM who did this once and was greatly annoyed by it as while I am enthusiastic in my roleplaying I am not all that good. Every week everyone else would get a couple of bonus xp here and there but I would never get any.

It wasn't a lot of xp by any means, it just left me feeling left out and unwanted while I was trying to play a conservative soldier type who didn't make jokes or the like. The guy playing the random chaotic stupid jester thing got loads for being "entertaining"

Offline Azremodehar

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Re: Encouraging Roleplaying (as DM)
« Reply #18 on: June 21, 2012, 06:12:04 AM »
...I also tend to give out (small) XP bonuses for inspired or entertaining roleplay, and make sure my players know this.

I had a DM who did this once and was greatly annoyed by it as while I am enthusiastic in my roleplaying I am not all that good. Every week everyone else would get a couple of bonus xp here and there but I would never get any.

It wasn't a lot of xp by any means, it just left me feeling left out and unwanted while I was trying to play a conservative soldier type who didn't make jokes or the like. The guy playing the random chaotic stupid jester thing got loads for being "entertaining"


I'm sorry you had a bad experience with that kind of mechanic; personally, enthusiasm and participation are all I require to give roleplaying bonuses, and the whole thing's worked well for me.

...that said, given that the last group I ended up running for were almost all theatre majors, nobody really had any problem roleplaying. I suppose I should also mention that roleplaying isn't the only thing I give small XP bonuses for; clever and/or creative solutions to various encounters, for instance, or taking a thematically appropriate action, even when it's not the mechanically best action to take... Stuff like that.

Also whim.

Also killing spiders IRL, though that's largely a self-defence mechanism.