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| Trydan11-30-04, 04:04 AM | WARNING: Long post! Most of us remember our first tentative steps in the world of role-playing games. And some of you may now be (or have at least heard of) role-playing legends, that have mastered the art of switching into an alternative persona, channelling pure imagination and conjuring mental images in order to portray characters that seem so very real. But what about the rest of us? This article delves into the ways that the average role-player can enhance his or her game -- and that of fellow players -- thus creating a much more powerful experience in a way that is fun and easy. Of course, not everyone has the same outlook on the game, and some of the things said here may not apply to you. However, it may help someone and, if you have other ideas, I'd love to hear them. So... let's start. The master's lament When you are new to role-playing, it is pragmatic to keep things expressed in terms of game-mechanics. "Can my character attack, now?", "What's a saving-throw again? and "Which die do I roll?" are, by necessity, a part of the learning process. Soon, however, you learn these things, and it becomes time to move on. Most of us do. Some completely, and others only partially. And, yes, some never leave that stage at all. Often, although not always, the game-master is a veteran within the group. In addition to running the session, preparing encounters, knowing all the rules and making countless on-the-fly decisions, the game-master quickly develops a strong personal bond with the game. Game-masters the world-over are usually the first to wish for something more engaging and involving. Something that grips the hearts of the players, and moves the spirits of all who participate in the adventure. As a result, it is often the game-master that is the first to ask the question: "How do I get my player's to role-play better?" Fair enough. But let's turn this around. What do we players have to say about this. Hey, we're just there to accomplish goals and collect experience points, right? Perhaps, yes. But this is probably because we don't appreciate what is out there. We are only just scratching away at the surface of the world, and at the surface of our imaginations. It is like reading just the contents page, rather than the whole book. Taking the initiative So, imagine that we players take the first steps in ramping up the role-playing content of our games. Several things are realised pretty quickly. Firstly, we start to identify with our characters more. We start to understand their motivations and intentions. We see the world from their point of view, we hang on every dice roll -- their lives are our lives. We abandon our inhibitions and engage fully in the story. Naturally, when such hesitation is dispelled, we end up enjoying ourselves more, and that is what the entire game is about. But it goes further than that. It makes the game-master enjoy his or her role more too. Running the game becomes entertaining, and thus the fact that there is a mountain of preparation to do becomes irrelevant; it happily gets done. The game-master in turn loses inhibitions to role-play the NPCs, and if you think role-playing just one character is tough, consider our poor game-masters, as they role-play multiple personalities every session. And if they start enjoying the game more, then that enthusiasm rubs off back onto the players. Everyone benefits. Getting started "Great! But, er... how do I start?". That is a perfectly reasonable question. Depending on your level of experience (in playing the game, not the number of experience points your character has!), you may or may not be already doing some of the following things. But bear with me while I start at the beginning. When you are role-playing, what are you doing? Well, one response might be: "I'm playing my character in an imaginary world". Correct, but symptomatic of the out-of-character attitude. So, let's start by giving your character a name. Sure, you've got one: it's written on the top of the character sheet. Okay... so let's start using it. Whenever your character performs an action, use his or her name. Don't just say "My character attacks the orc"; say "Serina the Sorceress attacks the orc" (substitute the name of your own character, of course!). Learn your character's name and use it. No, better... learn your name. Yes, that's your name now. Call your fellow players by their character names. Don't ask "Hey, Dave, what's your character doing?", but instead say "Hey, Glam, you silly dwarf, what on earth are you doing?". Develop some traits to make it obvious when it is your character and when it is you that is talking. Hold you hand against your face in a certain way, put on a dramatic voice, or choose a few choice phrases, that are symbolic of your character. It could be a battle cry -- "Into the fray!". Or it may be really tentative -- "Er... ehem... um... could I please say something, er... if you don't mind that is... please?". Of course, we all enthusiastically agree that this is a great thing to do, to make the game more lively and evocative, but it is always so hard to remember these things, when the game is actually in progress. While this is a valid point, we must also seek to overcome it. If we easily forget to do these things, then we need to write it down. But... don't just write it down. Make it prominent. Use a felt-tip marker-pen. All capitals. Big letters. At the top of the sheet. Write down your character's name, quotes, mannerisms -- whatever makes your character stand out. Write it down in such a way that you can't miss it. And then every time you go to your character sheet, there will be that constant reminder. Suppressing the mechanics There is nothing more disruptive than the intrusion of game-mechanics to spoil the atmosphere. A sobbing NPC bemoans the capture of her son by the evil ogre, while the character listens sympathetically. Emotive dialogue eschews until the character throws into the conversation: "Can my character make a Sense Motive check?". Whoosh! The atmosphere of the moment evaporates in a single sentence. We are all pulled back into the reality of players sitting around a table strewn with rulebooks, character sheets and dice. Ah, I can hear the protests already. "But I need to be able to make that roll!". Do you? Surely your game-master will know to give you a secret roll if you need it (if it even has a faint chance of succeeding!). But the question is how to alert the game-master to the fact that you may have twigged to the insincerity of a weeping woman. Use something else. Make it descriptive. Try something like: "I pause, superficially out of respect for her crying, but in reality I contemplate her words, and scrutinise her face, trying to gauge whether or not she speaks the truth". Much more emotive. You have conveyed the scene to the other players, the game-master can pick up the hint (and if he or she doesn't, then your suspicions were most likely misplaced) and you've preserved the mood. Trouble remembering to do these things? Write it down. Don't be afraid to create an entire page of your abilities and skills, each labelled with possible ways to say it. That felt-tip marker-pen is still in front of you from last time, right? And don't forget that we don't have to state it precisely to convey the meaning. "I attack the goblin" and "I grip the hilt of my sword tightly and slash viciously at that filthy goblin" are both perfectly valid precursors to picking up a 20-sided die for an attack roll. Of course, there is no question as to which one is conveying the feeling of the encounter. Involving the others Of course, we are just single players in a larger group. We can take the lead, and show by example how to be better role-players. True, but that only goes so far. So let's consider how to engage the others. First and foremost is learning their character names and using them. For actions ("Help! Kareth, friend, throw me an elixir... I'm... so badly... wounded"), for mechanics ("By the way, Scragnox, just how strong are you?"), and even to the point of imposing them on to real-life if you must ("Hey Glam, you silly dwarf, can you get your player to pass my player another slice of pizza?"). If your game-master asks you, by your real-life name, what are you doing, then reply with "Me? Gaming. But Serina the Sorceress has thrown aside her dagger, and is rummaging through her pack desperately trying to find that ancient scroll!" And then take it a step further. Meet, call or e-mail your fellow players outside of the session and work out some set pieces. Come up with some lines that your characters can exchange. Look for commonly occurring actions and prepare for them. This could be anything from arguing over who will take that night's watch, to deciding on the route to take, battle tactics, whatever. It can also be simple things that normally never feature, such as what's really in the tavern stew, or where a character had obtained their cloak. For example: in three out-of-session e-mails, something could be easily organised, so that in game, the following conversation seemingly spontaneously bursts into life. "Hey Glam, you silly dwarf, d'ya want some food?" "Of course, but nothing with fruit in it! I hate fruit." "It's trail rations, same as yesterday." "Yeah, but no fruit! I found a slice of dried apple in what I got yesterday." "Apple! Really? Well... next time you find some, you give it to me right. I'd gladly swap some of this rock-bread in exchange for some apple, whether it'd be dried or not." "Okay... deal." Such a simple conversation, but already the personalities are beginning to emerge. Now imagine this slowly accumulating over several sessions. Powerful stuff. Take it from there Now, this may all sound like it is really simple. Well, it is. There is nothing challenging in anything that I've written. There is no 5-page essay about the character's childhood, nor a full-page rendered character portrait. Just some simple ideas, and the willingness to give them a try. The only trick is to make it obvious. You might think that there is no need to write down your character's favourite saying in big letters on the top your character sheet, but chances are that you'll then forget to use it. You may think crossing out the words "Attack Bonus" and replacing them with "Pound with my Spiked Club" looks less sophisticated, but if your character uses a spiked club, then sophistication is not something that you're trying to portray. Finally, I should point out that both reticence and enthusiasm are contagious. If someone starts being shy, then the rest will follow. But it goes the other way too. So let's not wait for our game-masters to hound us into putting in more role-playing effort. We should take the initiative and do it ourselves. The first to reap the benefits will be us, no less. Go forth and enjoy. -- Trydan |
| Kyy'Dakh11-30-04, 11:58 AM | Skimmed over pretty quickly, but it all sounds like good advice to me. Sometimes I have difficulty with background, but character quirks can come fairly easily, sometimes. |
| Kratilim Valqui12-01-04, 08:21 AM | And yet again, a great article... And yes, I've read the whole thing :D congrats... |
| Ponderosa12-01-04, 06:57 PM | Another great article, Trydan. Your first one was a good start, but this is really the part that most players could work on. I really think that if my group followed your advice, we'd have a lot more roleplaying than rollplaying. Thanks alot for your work! |
| His Majesty12-02-04, 04:02 PM | Often, although not always, the game-master is a veteran within the group. In addition to running the session, preparing encounters, knowing all the rules and making countless on-the-fly decisions, the game-master quickly develops a strong personal bond with the game. Game-masters the world-over are usually the first to wish for something more engaging and involving. Something that grips the hearts of the players, and moves the spirits of all who participate in the adventure. I feel just like that. I'm going to show this article to my players - it conveys my point much better than I have ever been able to do when speaking to them in person. Wish me luck.. :) |
| Persephone Imytholin12-03-04, 07:57 AM | Very nice. You should add a link to this in the FAQ. |
| Callista12-03-04, 01:19 PM | I say stick it in Regdar's... |
| Blakk_Magemaster12-03-04, 08:50 PM | I vote for a sticky |
| Trydan01-10-05, 12:31 PM | :blush: Thanks for the positive feedback! I've added a link in the FAQ (http://boards1.wizards.com/showthread.php?p=1159097) but I don't think it warrants sticky status (it was just an article, and nothing definitive) or moving to Redgar's Repository (it is a Char.Dev article, and is quite specific to this board -- where all the Char.Dev'ers hang out anyway). |
| LiXinjian01-10-05, 08:21 PM | Part of this article skims over something I've already written about in a commentary I wrote a week or two back. read it here (http://boards1.wizards.com/showthread.php?t=359467) |
| Trydan01-11-05, 04:38 AM | Part of this article skims over something I've already written about in a commentary I wrote a week or two back.I hadn't read your commentary (until about 5 minutes ago), but it is true that they address the same problem, although in slightly different ways. I've written a comment in that thread on it, and will include it in the FAQ as well. Thanks for pointing the other article out to me. I hadn't seen it. :rolleyes: Anyway, you should have said that your commentary skims over something this article covered a month or two ago. ;) ;) ;) |
| LiXinjian01-11-05, 08:21 AM | Anyway, you should have said that your commentary skims over something this article covered a month or two ago. :eek: Indeed! I would have, except I didn't check the date of your original post. I assumed it was new. Sorry about that. It will never happen again. I swear. ;) |
| Persephone Imytholin01-11-05, 08:36 AM | We have the following excerpt of security footage showing what happened: :bump: |
| Persephone Imytholin01-17-05, 04:21 AM | So, I opened the latest issue of Roleplaying Tips in Gmail, scrolled down a little, and there's an ad for two of Trydan's articles. You receive 2700xp for being touted all over the internet(s). Source: Roleplaying Tips Weekly #251 4. A Great Pair Of Player Articles From: Derek McKay ================================== May I suggest two articles about role-playing, as seen from the player's point of view. They are: "How to Create a Role-Playing Character" http://boards1.wizards.com/showthread.php?t=105563 "Enhanced Role-Playing: The Player's Perspective" http://boards1.wizards.com/showthread.php?t=344715 |
| Giantslayer01-17-05, 10:44 AM | *leaves appears from what feels like an eternity of lurking* What! cobwebs all over me! gah! and dust! *continues whilst brushing himself off* Ahem, Thank you Trydan. You should get the nobel prize. your articles grabbed me by the balls and drew me out of lurking mode... hmm.. maybe I should re-enter lurk mode in hope that the people who I used to talk to start posting again... hmm... (*is ancient on this board... *) nah, I like it here =) Cool, they've added e-mail topic notifications, huh, what will they come up with next eh? chariots for people to "drive" around in without horses? pha! that'll be the day!.. Anyways, thanks for some great articles, I hope that you find webspace for your character portrait guide soon! Cya -me -alone amongst the ancients... |
| Bloody Ripper03-26-05, 09:33 AM | Your articles are great, cant wait for the next installment. Especially love your creative writing style...the character vignette of your bard journalist was especially inspiring. If you have any other creative writing pieces for viewing that i dont know about id love to check them out!! |
| Trydan12-01-05, 07:30 AM | :bump: |