| Post/Author/DateTime | Post |
|---|---|
| SwollenOstrich02-17-05, 03:10 AM | I am playing in a campaign with 3 other people, with all members good aligned. One of the players is very very experienced and I have no problem with him. The second player is moderatly experienced, and CAN be a good roleplayer. He plays halfling bards/gnome wizards quite well, but when confronted with another race, or a fighter class his roleplay drops to almost 0. With these combinations, his roleplay is limited to combat and other hostile situations. The third player is brand new, and obviously the one I have the most trouble with. He has trouble developing a personality for his character removed from his own. His characters personalities follow the same vein: "Im an angry elf that doesnt like other people", or "My monk is very bitter." Naturally, these characters often break from alignment and ethos, and deviate towards chaotic evil at times (When the paladin was absent, he took it upon himself to wipe out an entire town for aiding the enemy. He is neutral good.). That being said, they all have potential (even player 3). There have been several good character exchanges in the past. I find my own roleplay is hampered by interacting with them; in an attempted verbal exchange, I find myself talking to the player as opposed to the character. Because of this, I don't believe that I can help in game. What techniques would you all suggest to remedy this situation? |
| Draco Strang02-17-05, 04:48 AM | Reward them with XP or neat-o stuff within the campaign if they roleplay well. For example, say they give a beggar some gold or do something else that really has no benefit to them in and of itself. After the fact, someone could approach them and say "I saw what you did for that beggar, and was very impressed. By the way, I own the local armory, and from now on, kindhearted folk such as yourself get 10% off any orders placed with me." Things like that really make a character sit up and take note of their actions. Be careful about it though, as they might start viewing RP as merely a way to level up, rather than as a way to develop a character. |
| FallenPenitent02-17-05, 07:36 AM | Bring a rubber mallet to your next session. If you don't think they're roleplaying sufficiently, their fingers get bruised... You can't force someone to roleplay, but some 'persuasion' goes a long way. Generally, I find rewards don't work that well, because when someone isn't roleplaying, it's because either they're afraid they'll be no good at it, or they don't want to humiliate themselves. Try a couple of brief one-on-one sessions with him that are specifically geared towards RP, and see how he does. Reward him with XP if he puts an effort in, and try and show him how to RP. If he's new to the game, it's half your job to teach him how to roleplay well. edit: Just realised you aren't DMing, still suggest a couple of one-on-one sessions with him. Maybe RP out your characters meeting, or going on a side quest between the DM's main campaign. But this is more of a DM problem, you mightn't like the level of roleplay he does, but as a player there's not much you can do other than try and make them feel comfortable, and pick up the slack if need be. |
| JabberWocky02-17-05, 09:43 AM | As stated, you can't force someone to roleplay, but in a group situation people tend to get into the act when everyone else does so. So, reward good roleplaying with small XP bonuses (this kind of thing really goes over well with item-creation wizards or characters; if clever roleplaying will get them some extra XP to burn on potions of invisibility and haste instead of losing their valuable combat XP, you can bet they'll do it!). Maybe even focus certain story points around a character's personality, backstory, and so forth. For instance, if the angsty elf is angsty because he was of noble birth and his father was trying to pressure him into the role of family heir, he could have run away and his father sends the house guard to look for him, fearing he's been kidnapped or worse. The character could receive bonus goods (or means to acquire bonus goods, though special contacts) that would otherwise be unavailable ("Oh, you need a +1 longsword but there's no magic shop in town? Let me call my great uncle Elwen, he's a powerful wizard, he can whip you up one in no time!"). Do this with all your characters, and try to balance it out. If the fighter is more a mercenary than he is a saint, reward him in money. If the wizard sits at home most the time and misses out on the "booster XP" encounters (the weak encounters you use to kick the party's XP total up a notch), reward his roleplaying with a little XP to help with those pesky magic items. If the paladin's entire concept is based around finding a magic demon-slaying sword to kill an evil fiend that took over his home kingdom, eventually he should find a magic demon-slaying sword and take on that evil fiend. As for a lack of roleplaying, I wouldn't do anything. The above solutions should be adequate to motivate any nonroleplayers, and if it doesn't, just talk to them. Tell them you want them to have as much fun as they can, and tell them not to be nervous about "playing pretend" around the group. In the cast of bad roleplaying, however, have negative consquences in place. The neutral good character burns an entire village for aiding the enemy? Well, that village's allies, loved ones, etc. come after him on a quest for vengeance! The Lawful Good paladin burns babies alive because he thinks they're actually demons in disguise? His god strips his powers until he atones! There are all sorts of in-game reasons you can use, but if it gets too extreme, start applying a -5% XP penalty that sticks with the character until you see an improvement in roleplay. Make each instance cumulative, so if he screws up once he'll need to be careful, lest the penalty jump to -10%. But the most important part is that you talk with your players, let them know your concerns and your desires for the game, and work out a happy compromise that most everyone can agree on. Edit: Yeah, also on the above note, this is good advice to let your DM read since you aren't the DM. ^.-.^; As a player it's just best to set a friendly environment for your fellow PCs to roleplay in, and try to avoid criticizing them or cracking jokesabout the way the RP, or the personality they choose to put into their character. Be supportive and give advice if they seem to be having trouble, but most of all, show them that you aren't afraid to do it yourself, and they shouldn't be either. |
| SwollenOstrich02-17-05, 12:38 PM | Im sorry I didnt make myself clear enough. I am a player in the campaign and have no power to giving rewards. XP is also evenly divided about the party so that the more experienced players dont hoard it all, and to promote cooperation amongst the group. |
| Thorak02-17-05, 01:13 PM | Im sorry I didnt make myself clear enough. I am a player in the campaign and have no power to giving rewards. XP is also evenly divided about the party so that the more experienced players dont hoard it all, and to promote cooperation amongst the group. Suggest to the DM that he divvy out EXP awards, for storyline and combat, evenly, for this purpose. But to give out bonus EXP for roleplaying. Not a lot, like 10% of the total, but a bit. It'll annoy the bad roleplayers that they're missing out on something you just need to act to get, so they'll start putting more effort in. At this point, the door's open, and you can start discussing good and bad roleplaying. Good; acting in-character. Bad; acting out just to get attention. |
| Bloodtide_the_Red02-18-05, 12:27 AM | Well, as a Player you can--- 1.Stay in character. Don't let yourself talk to the other players, have your character talk to thier characters. Try to avoid using game words, don't say 'Gosh I wonder what that orcs AC is?"..say 'I wonder if my blade can get through that orcs armor". 2.Develop your own character. Add in a history, stories, rumors and stuff your character knows. Most Dm's are fine with you having your character 'say anything'(though it does not make it so in the game world). Words and sayings work. You don't have a sword, you have a RedBlade. Even better, it's not just 'a sword'...it's Crimson Dawn, the Red Blade of the Midnight Sun. A nice title can work too. Your not just Bob the Fighter...your Bob, slayer of the Green Troll, Great Wild Walker, Defender of Fost, Humble Servant of our Lord Doss and Lord of Emire. The idea is that they will see you role-playing and want to join in too. If you role-play things out alot, it's likey your DM will notice. He could give out XP, or role-play along with you. BT |
| Arrowhen02-18-05, 03:54 AM | The third player is brand new, and obviously the one I have the most trouble with. He has trouble developing a personality for his character removed from his own. His characters personalities follow the same vein: "Im an angry elf that doesnt like other people", or "My monk is very bitter." Oooh, my favorite character "concept," the Angsty Twit. I've never understood the appeal of this type of character; I suppose it's simply that it's safer to reject than to embrace. Sadly, there's not much you can do to influnce the player's actions aside from just roleplaying your character well and hoping your DM appreciates it. Maybe after a while, when your character has become a fully integrated part of the campaign world, with close friends in a dozen cities and bards singing of your exploits in a dozen taverns while HIS character is still nothing more than a boring, brooding, badass loner cliche, maybe THEN he'll see the error of his ways. |
| Aki Warren02-19-05, 09:40 AM | You could kill him again and again until he gets the idea ...or not... Seriously, if he is playing a angry guy, why would the party put up with that? Drop him off at the next town and ditch him. You guys don't need that |
| TheDarknessWithin02-19-05, 01:34 PM | For the new player I'd say taking him aside and trying to help him develop his character and backstory and show him how to roleplay and that it can be fun. Chances are, he's probably embarassed and doesn't really know how to roleplay well, show him some tips or ideas on how to roleplay and see where he goes with it, and tell him that everyone else is doing the same thing and that there is no need to feel embarassed for making mistakes when youre new to roleplaying. |
| Loftower02-19-05, 11:02 PM | As many have posted, the DM has the best tools to change things. That said, you’re not powerless as a player. Interact with them, especially the newbie. Set expectations in your interaction. Ask questions. Think job interview. Use interview-like questions from your character to theirs. “Where do you see yourself in five years?” Just ask conversational questions. Chat in character. Think of all the stupid junk that people talk about in real life. “Do you prefer blondes or brunettes?” “Pilsner or lager?” “Paper or plastic” – OK, not that one. “Chicken or fish?” Try to avoid things that matter in game terms. If you can, set the other characters up to be good at something. That gives the player something they can take a little pride in and most people will hold onto that. Maybe their character stats scream “bar darts champion”, and if so, run with something like that. If not, pick something that doesn’t really have an in-game stat. E.g.: “I bet the farm hand in the corner that you could finish three beers faster than he can drink two.” “You’re from XXXX, right? Show me how they dance in XXXX.” “Yeah, he’s a bitter young man, but nobody can eat more hard boiled eggs than him.” Anything to make them think about their characters outside the numbers. |