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Untitled Document
Roleplaying Tips Weekly E-Zine Issue #52
5 Ways To Help Your Players Roleplay More
Contents:
This Week's Tips Summarized
5 Ways To Help Your Players Roleplay More
- Create A Situation That Cannot Be Solved By Combat
- Reward For Roleplaying
- Turn Combat Into A Roleplaying Encounter
- Don't Always Fight To The Death
- Make Characters Meaningful To The Players So There's Always
"Something At Stake"
- Bonus Tip: Play A Couple Of 1-On-1 Sessions
Return to Contents
A Brief Word From Johnn
Supplemental Issue #3 Released
------------------------------
I'm pleased to announce that Roleplaying Tips Weekly Supplemental #3 is ready:
"Helping Players Choose To Roleplay vs. Fight"
It's a long file (66k, 11,000 words) but each post in it has at least a nugget
or two of excellent advice.
To receive Supplemental #3, send a blank email to: mailto:hack-n-slash@roleplayingtips.com
Also, you can receive all three Supplementals in one file by sending a blank email
to: mailto:all-supplementals@roleplayingtips.com
The all-supplements email is a big file (100k) but it should make it easier for
you to get all 3 issues at once (thanks for the idea DJ Lower).
And, by Wednesday, Supplemental
#3 will be up at the web site.
* * *
New Sponsor
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this company because there is a real game store behind the electronic store front,
with real people you can talk to and order from toll free (having to pay long
distance about order status, questions, etc. bugs me).
I have also contacted the store via email on many occasions, and I always receive
a prompt response.
Finally, in addition to RPGs, their store has some pretty neat games and other
items for sale (check out their HillBilly Teeth!) so you have more than dice and
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Please note: our sponsor helps pay some of RoleplayingTips.com's expenses, but
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publication. It will always be free and low on advertising.
If you have any questions or comments feel free to email me directly: johnn@roleplayingtips.com
* * *
GMs: I don't want you to think this issue's message is that roleplaying is better
than combat. It is about ways you can introduce roleplaying to new or veteran
players who normally shoot first and ask questions later.
Personally, I like to have at least 2 good combats each session in my campaign.
We play D&D 3E, and combat suits those rules pretty well. And, my group really
enjoys a good fight too.
Many of you have written in asking about combat vs. roleplaying tips, and last
issue I asked for your feedback. That feedback is available in Supplemental #3,
and this week's issue is a summary of the best of your tips.
The object of roleplaying is to have fun. It's a game. So, having lots of action
in your game is perfectly OK if that's your group's style. And, if you prefer
to have little or no combat in your games, that's great too!
Enjoy this week's tips.
Warm regards,
Johnn
mailto:johnn@roleplayingtips.com
Return to Contents
A Word From Our Sponsor: FunUSA.com
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Return to Contents
5 Ways To Help Your Players Roleplay More
- Create A Situation That Cannot Be Solved By Combat
Put the PCs in a situation that cannot be solved by combat and they'll need
to seek other means, such as negotiating or subterfuge, to get past the obstacle.
For example:
- A foe who is too tough for brute force
- They require information to accomplish their goal(s). And they are in
a setting where getting information from the dead is impossible, extremely
difficult, time consuming or expensive.
- Killing their foes does not stop the main source of the problem. And
a new foe will just appear again before long (i.e. what point is killing
squads and squads of stormtroopers when Darth Vader and the Emperor can
just deploy more?).
- Combat is an extremely poor tactical move:
- it reveals what side the characters are on
- it reveals their tactics
- it tells their enemies their strengths, weaknesses, special abilities,
etc.
- it gives away their current location
- Using force causes them to lose their objective (i.e. the hostages are
killed, the foe's family's revenge is severe and starts the cycle all
over again).
I've tried these techniques before with good and poor results. Here's
what I've learned about putting PCs in situations that they are unfamiliar
with, such as not using combat to solve their problems:
- Don't get frustrated if the PCs resort to combat the first few times.
They are learning new habits, and you may be a bit rusty too. ;)
- Give them lots of opportunities, at first, to think and re-think their
actions. If one player blurts out "I draw my bow and fire" at the very
start, allow him to cancel that action if his peers talk him out of it.
- Give them enough information so that they can quickly and easily come
to the conclusion that combat is not the answer. For example, one time
I made an NPC so tough that there was no chance the PCs' could win a battle
with him. However, during the encounter, the players perceived that the
NPC was only *acting* tough and they attacked. I should have made it more
apparent that he outmatched them (i.e. rumours, stories, a scene where
he takes on a party of adventurers and wins easily).
- Make sure you're not motivating the PCs to attack. In the example above,
the PCs were in a public place arguing with the tough NPC and were losing
"face" in front of other NPCs. Also, they figured (rightly so) that the
NPC had some cool magic items.
- Be generous with clues. i.e. use their skills, such as spot, alertness,
perception, tactics, whatever, to let them know combat will not solve
their problem.
Return to Contents
- Reward For Roleplaying
Make sure the reward for fighting is less than the reward for roleplaying.
If the PCs get more skill points, experience points, credits, gold pieces,
glory or excitement from dead foes than they do from live ones then there's
not much you can do to prevent too much combat. It wouldn't be fair to the
players either, if you made them choose unrewarding courses of action.
Also, if your group is unused to roleplaying, the roleplaying could be tentative,
hesitant, or just poor. But that's ok because everybody needs to make mistakes
to learn.
When the roleplaying isn't very good from inexperienced players, reward them
anyway to encourage them to continue trying.
Also, be a leader by roleplaying your NPCs well (which is usually a result
of good planning) and showing them how to do it without shyness, embarrassment
or reservation.
Return to Contents
- Turn Combat Into A Roleplaying Encounter
This is a fantastic way to introduce your players to roleplaying.
- Have the foes roleplay during the fight.
- Grimaces of pain and shouted curses
- Last, dying words
- Insults
- NPCs talking it up with other NPCs
- Imaginative actions that go beyond attack rolls (i.e. climbing atop
tables, making faces, waving a torch around)
- Scar the PCs and NPCs. Have an NPC tell a story to the PCs about each
one of the battle scars on his body. Encourage your players to do the
same. Or create a long term reminder of the combat, such as the arm that
always aches in the rain and makes the PC think about the chilling day
when...
- Put the encounter in an interesting setting, such as a runaway stagecoach,
or outside a spaceship in space.
- Go "over the top". One of the best campaigns I've GMed had the foes
communicate long and involved messages to the PCs with their eyes: "He
glares at you a moment, then draws his longsword; and in his eyes you
could see his resolve to make a stand in this spot, his home, his father's
home and his father's father's home, and he is prepared to die, right
here, right now, to make his ancestors proud."
Return to Contents
- Don't Always Fight To The Death
From: Dylan C.
If every NPC the heroes fight comes at them with a lethal implement or spell,
your players will become used to reacting with similar levels of force, 'just
to be on the safe side'. However, if it's obvious that (a) their opponent
isn't intending to kill them, and (b) the PCs have a good chance against them
without resorting to lethal force, then the chances that they will respond
at a similar level are higher.
To illustrate: 'normal' people who are provoked into a street brawl don't
attack like berserkers until knocked unconcious. A few sloppy blows are exchanged,
some threats and insults are yelled, and a few more punches are thrown. At
some point the fighters will decide that this isn't worth it any more and
will withdraw. In 'hit point' terms, the fight has never been in danger of
becoming lethal; and yet, a confrontation has occurred, and the 'winner' can
go on their way satisfied that, in as much as such terms are appropriate,
they have 'triumphed' or 'been victorious'.
Such tactics will only be employed by players who trust you not to change
the rules halfway into a fight; if they're slapping, ripping clothes, and
cussing when their opponent suddenly changes tack and pulls a gun, you can
bet they will never do it again. So, the trick is to show the players your
cards, by allowing them to get a feel of the different levels of danger posed
by various common sources of violence in your campaign world. This gives them
a better sense of their surroundings and what is considered an acceptable
response to different sorts of insult or injury.
"Even gunslingers should get into fistfights"
Return to Contents
- Make Characters Meaningful To The Players So There's
Always "Something At Stake"
If the players are afraid of losing their characters, and you make combat
deadly, then they will be more open to roleplaying their way out of problems.
- Ask for detailed character histories, or develop them over time through
questionnaires, homework and play.
- Help the players create and develop unique and compelling characters.
Help players make their character 3 dimensional. See Issue
#50 for tips about this.
Return to Contents
- Bonus Tip: Play A Couple Of 1-On-1 Sessions
A one-on-one session is a fantastic way to help a player learn to roleplay,
or learn to roleplay more often. You can do some solo adventures before the
campaign starts, or during the campaign, between sessions.
One-on-one sessions, whether they are 1 hour long during lunch, or a full
session-length, have many roleplaying benefits:
- A character is much more vulnerable when alone and will need to seek
other options to fighting if s/he is going to live to re-join the main
party.
- Solo adventures give the player more story share and more GM time--meta-game
elements which often prevent roleplaying in a group.
- The player may feel more comfortable roleplaying, as other players aren't
there to watch and judge.
- 1-on-1's tend to build pretty good stories due to focus, concentration
and rapid story development (usually because there's far less discussion
and arguing among players ;).
I've found a character that has been on a solo adventure or two is very much
treasured (re: Tip #5 above).
You can also use solo adventures as a possible reward (the PC who does XYZ
gets a solo session).
Return to Contents
READER'S TIPS OF THE WEEK:
- Create Character Reputations
From: DZW
Remind players of the moments in which they did something extraordinary. Use
those moments as stories others have heard in the game world so that a reputation
follows the character(s).
As a GM, make side comments about what has been done previously so that a
player is encouraged to do more in the future.
Make some encounters very personal exploits for the characters.
These may be simple ideas but they have a huge impact on games.
- Create Great Stories By Mixing Movies
From: Ben "Digga" Price
This is a follow-up to the article posted by Kate Manchester titled '10 ways
to find inspiration'. [See Issue
#49]
Kate's list was very good and covered a lot but I felt she missed out one
important source, other media. In my GMing experience, PCs love to play out
a plot that they half recognise. Great Cyberpunk games have been played using
Die Hard as the basic plot line, and an interesting Feng Shui game led the
PCs against the Spice Girls (who had demonic powers).
I'm not suggesting you totally copy the plot of your favorite film, as its
no fun knowing the outcome, but little hints and plot similarities can make
an enjoyable experience. What is more fun is when you mix the plot of a film
with a totally unrelated genre, such as Star Wars in Middle Earth, or the
13th Warrior in Cyberpunk. PCs feel rewarded when they work out the plot connections.
One of my best roleplaying friends, Tom Rice, once said; "Never be afraid
to rip off films and TV shows. Its not like they're going to sue you for it!".
Films, TV shows and even computer games have brought me a wealth of inspiration
for a variety of RPG systems, that have resulted in satisfying games.
Try it and see.
- Using A Silly Mood To Your Advantage
From: Bryan Jonker
I was GMing an In Nomine campaign where the mood turned from somewhat serious
to plain goofy. Not sure why, but one funny thing happened after another,
and the characters ended up getting drunk at a bar. I decided to escalate
things a bit. First, they tried calling back at base, but there was no answer
(there was a major NPC who lived at the base). They thought nothing of it,
got more drunk, and headed back. The door was open, and they found the NPC
murdered and their place trashed.
Role-playing-wise, the silly mood ended up accenting the horror. Turned out
pretty good - I used the silly mood to my advantage.
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