| Post/Author/DateTime | Post |
|---|---|
| Huffheinz06-16-04, 01:53 PM | After a year long furlough from the D&D world, the boys and I are gonna take over the kitchen table, break out the chips, and start up a new D&D campaign. I'm really looking forward to it and I've been reading up on the game to refresh my memory on the rules. One thing is bothering me though... In our previous campaigns there was very little actual role playing involved. Everyone acted like themselves and based their decisions on PC alignment. There was very little speaking in character and when it was required, it was clunky. I don't think that any of us are shy about speaking in character...we just don't know how. Can anyone offer some advice or recommend articles that describe how to be a good role player and how to encourage others to do the same? I imagine that I need to lead by example and encourage the others to follow suit. I am planning on rolling up a couple of outlandish characters that would be fun to roleplay. Does anyone have any suggestions on what type of "character" to create and what foibles to employ? I have always felt like there has been something missing from our D&D campaigns. Something that the books talk about but don't teach us how to do. Roleplaying. |
| FolcoTook06-16-04, 03:17 PM | Some other posts to get you started: http://boards1.wizards.com/showthread.php?s=&threadid=105563 http://boards1.wizards.com/showthread.php?s=&threadid=252404 And a site (Uncle Figgy): http://www.dragondogpress.com/unclefiggy/rp/index.html Probably one of the easier suggestions is to create a one-page cheat sheet with a quick personality description of your character, some one-liners he/she might say, physical mannerisms that you can adopt as a player at the table, etc. Then try to stick to that. Also, use character names when talking to others "in game" and try to think "I know what I would do, but what would Tobynn (replace with your character name here) do in this situation," before acting (but don't take a really long time about it). -FT |
| striderII06-16-04, 03:34 PM | Using odd NPC's is a good start, and you're right that you'll need to lead by example. As for interesting character concepts, really anything can work, so long as you roleplay the character. To further help your players, I suggest a few other things: 1. When they are creating their characters initially, have a hand in it. Make suggestions, ask them why they want certain skills or feats, or where they learned them from. The basis of roleplaying any character is where that character comes from. 2. When they are levelling up, suggest skills/feat/etc. that make sense to the way the character seems to be developing. Keep an open dialogue with the player on this. Sometimes, characters develop in ways unforeseen at 1st level! 3. If you have any players that you think can handle it, I have a file known as the "100 Questions" that may prove useful to getting into the character. Feel free to email me at strider1276@hotmail.com and I'd be happy to send the file to you. Hope that helps, at least a bit. It's good to hear that you're seeking to improve your game, or at least, in your words, to fill in "something missing". Welcome to the larger world. strider |
| ehrin06-16-04, 05:20 PM | I find the following helpful: Use only CHaracter names. Refer to other players by their PC name. (this one won't work for half the people, works for other half)... I try to drop the "I" sentences when describing actions. I speak in "I" sentences only in conversation. For example: DM: You see a group of goblins on the trail in front of you. What do you do? Ehrin: Badger stands quietly in the center of the trail, hands at her side. She will not hold her weapon, but will be ready. When the goblins are in speaking distance, she will speak. "I come in peace, and wish only to trade." This helps me tell a story with my PC as the character. Then, When she speaks, she speaks with "I" sentences. Some people like it, some don't. works for me. |
| Thorak06-16-04, 07:13 PM | Roleplaying is Adult Pretend. You remember Pretend, right? Well, think waay back to when you were three, remember what it felt like to Pretend you were the valiant prince, and do that. |
| Janfar06-16-04, 07:40 PM | Here's a trick thats worked wonders for my games. Roleplaying Award After each session award the character an experience amount based on their roleplaying performance in the session. None No roleplaying, always out of character. 0 XP Poor Some metagame thinking, usually was out of character, but had a few moments in character 10 XP times Level of Character Good All in all, what you would want out of a character. The occasional OOC comment when the time is right, little or no metagame thinking, and a fun experience 100 XP times Level of Character Amazing Be stingy about this one. Never OOC, always IC and always totally immersed in the roleplaying experience 250 XP times Level of Character The awards are small, yet pretty substantial, and after a few sessions, they start really adding up, and players notice. The trick is to tell them about the categories and awards. That way, they will aim for amazing, and usually get good, with an amazing every now and then. The characters who get poor will strive to get better. Just be sure that other players don't lord over players that roleplay less, and base your decisions on how much experience a player has in RPing. A new player should not be expected to RP excellent the first time. Hope that helps. |
| Edward06-16-04, 07:58 PM | Don’t chose your characters alignment. Write 1/32 page on his personality the GM will assign you an alignment based on this document. Tell the players that alignment is only for mechanics effects they are expected to play to their description. If this evolves away from their alignment there alignment changes and no harm done. This is a big first step in my opinion. Edward |
| Twisted Puppy06-16-04, 08:31 PM | Another way to improve roleplaying: At the start of the game, take a few minutes (a two or three per player) and put them in a roleplaying situation, and have them react as their character would. That helps everybody get in the proper mind frame. |
| Steelwill06-16-04, 11:17 PM | Having all the player's address each other by their character names by default, and speaking in character at all times unless you specify you are saying something Out of character are good tools I have used. Also encourage alternate speech patterns, accents, and/or speech impediments a character might have. It will be funny at first but it will also help, and breaks down any shyness pretty quickly. If you are the DM, throw yourself entirely into character when playing out an NPC, this will lure the player's into responding in kind, very much in their characters. My 2 cents. |
| The MadStepDad06-17-04, 09:26 AM | But "role-playing" doesn't have to be all I stand up with a flourish and launch into an elaborate monologue either. It is a Game after all - not community theatre. Somebody suggested referring only to the character's name and not the players. That's a simple little thing that sets you on the right track. But basically, "role-playing" in my opinion, is tackling an issue from a different approach. I kinda liken it to a psychological exercise, or something. Cuz a 10th level fighter is gonna react to a ghost town much differently than I would. And much differently from a 5th level bard or a 3rd level sorcerer. And that's just the BASICS. Once you get into character development, background, history and get an understanding of how your CHARACTER feels, not YOU - then you're on to something. "Role-playing" is coming up with a base personality and sticking with it through the Game. Watching as the personality grows and changes along the way. It can be a fun and interesting ride. But I try to encourage my players to develop characters that are radically different from themselves. Kinda like "walk 100 miles in the next mans shoes" you know? The players just gotta know how to differentiate between their OWN foibles and beliefs with those of their CHARACTER. It's tough at first but once you grasp the concept you'll find it very rewarding and enriching. Good luck on your search. peace, MSD |
| LordofIllusions06-17-04, 11:09 AM | "I know what I would do, but what would Tobynn (replace with your character name here) do in this situation," before acting (but don't take a really long time about it). You mean you can't take 4 hours to think about what you want to say to someone ? ~~~ |
| Gnarl06-18-04, 12:44 PM | In my experience, there are multiple definitions of roleplaying. The bashing kind of role playing DM: "You see a..." Player: "Chaaaaaaaaaaaaaaaaaarrgggeeeeee" DM: "All right, roll initiative and fight the poor lonesome knight" Player: "gooood role play, u see how me kick his arse DM ? me want xp for good role play cause me play impulsive stupid character" DM: "aren't u playing urself ?" Player: "u want me fist in ur face" Shakespear Roleplaying DM: "Once uppon a time... you encounter a beautiful young princess, she waves at you and starts talking: my young and handsom prince would you be so kind to retrieve my golden ring. A vile black stinking rat stole it" Player: "Certainly milady, please tell me where you last saw that evil infameous creature"... Guess those are the two extremes. You seem to be looking for a more shakespearian kind of role playing game. The first time I was confronted to this was because another player started talking to me. Before that experience, I was always "my character asks the guy whether the evil prince is in the princess's bed room" and the DM usually replied "the guys says that yes". So yes, if you want that kind of stuff in your campaign, just pretend to be someone and the person you are interracting with usually replies in the same fashion. It's as simple as that. But be aware that too much of the shakespearian kind of role playing can spoil the fun just as a psychopathic dork smashing everything that moves does. In other words, don't start the long conversation with ever peasant you ask directions for. The game will get long and boring, especially if all other players start doing that. |