| Post/Author/DateTime | Post |
|---|---|
| Rapida05-15-05, 02:10 PM | I think that I'm not being descriptive enough. For example, I just can't get into describing fight scenes that well. It always ends up being he rolled a 23 did he hit? You take 12 damage, or something stupid like that. Then after the fight they sell items, we don't roleplay going into the store or anything, should we? I mean I just can't get my players into it, which means I don't really get into it as much. Any suggestions or tips or exercises to get into the habit? |
| Baator the dark05-15-05, 02:19 PM | I think you might find more responses on the "Whats a Dm to do?" thread. That being said I think its important to remember that if your players don't feel the need to roleplay such things as going to a store to buy items and descriptive combat and everyone is having fun without doing these things, then you don't need to change anything. On the other hand, if you feel roleplaying these things would add more to the game, drop in occasional roleplay-only type scenes or make challenges PCs can more easily overcome through roleplaying. Also try dropping plot hooks in through roleplaying situations. For instance the next time the PCs go to a store to buy a weapon they want have the blacksmith tell them he is out because the supply convoy carrrying his latest shipment has mysteriously disappeared crossing the mountains to the north or something like that. |
| Asi the red05-18-05, 07:17 PM | Hey ya'. Two things that might work for you. 1. Hot Seat to get your players to think in character. The way that my group does hot seat is that we randomly decide who's in the hot seat, then all the other players get to ask that player questions. Depending on how we want to do a particular session of hot seat, the questioners will be either in or out of character, but the person in the hot seat will always answer as if he were his character. 2. In character time. Out of the blue, tell your players, "for the next x minutes, the words that come out of your mouth are what your character says." This works best in RP situations, preferably when the PC's are all going to be staying in the same area. By your discretion, players may describe their actions. eg instead of the player saying, "I go to the armorer to buy a new suit of armor," they would have to describe their character going there, then actually converse with you (playing the armorer). Asi the Red. |
| SilverFoxKnows05-18-05, 10:08 PM | foe misses PC by a lot- "The Ogre takes a wild swing, it's great club whistling over you head" foe misses PC by a hair- "The Banite swings his morningstar and *CLANG* it smashes into your breatsplate mere inches from where it buckles together" foe hits PC- "The Flind brings the flindbar down HARD. 300 pounds of muscle overcomes your chainshirt and your ribs take the brunt of the blow. You take 14 points of damage." PC lands a crit- "Your holy sword cleaves through chain and flesh alike and he lets out a *AARRGGHH!*. He looks pretty wobbly but he doesn't fall to his knees." They liked that one :D PC hits the guy in the example above (who had one HP left)- "Your flail lands dead center on his breastplate and knocks him off his feet. He lands with a wet thud five feet from where he stood." PC misses foe by a hair- "Your flail grazes the half-Troll's breastplate. He bares his jagged teeth and lets out a snarl." |
| braindead34505-19-05, 02:25 AM | Even if you don't have time to really describe the combats; at least try for sound effects such as "clangs" and "clinks." Think about what these phrases envoke & try to include them in your combats: bellows in rage piercing screams of pain howls in anger smashing backhand bitter taste of bile rising in your throat blinding pain searing heat blistering cold |
| Stalkingwolf05-22-05, 02:48 AM | Hi there, Although it may make sessions longer, my players and I enjoy role-playing or describing, if not all, at least the most important combat moves, including spell effects. Right after deciding the result of their rolls, I ask them to describe critical hits, maximum damage, botches, finishing blows and such, in a similar way SilverFoxKnows described. Some of my players have also developed signature moves that have effects in game mechanics using some house rules. The fact that they describe part of the action helps me focus on describing monsters' or NPCs' actions/attacks and reduces my DMTT (talking time). As for roleplaying going into the stores, I usually let them barter through a combination of bluff checks and role-playing. I try to give store owners a bit of personality through their way of speaking. I also like to have one or two special items ready which they can acquire only IF they ask the right questions or play their characters' negotiations appropriately. In sessions when my players have shown particularly creative descriptions, solutions or roleplaying, I give small XP awards. If you're not into fancy descriptions just try to picture in your mind what just happened and explain it in simple terms; a small description "you didn't react fast enough to avoid the dragon's acid breath and get badly injured" is always better than just saying "you failed your reflex save and get 28 points of acid damage". Sorry if I have errors in my writing. English is not my native language. |