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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.
Supplemental #3.
* * *
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I have also contacted the store via email on many occasions,
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Finally, in addition to RPGs, their store has some pretty
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If you have any questions or comments feel free to email me
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* * *
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
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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.
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- 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.
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- 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."
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- 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"
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- 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).
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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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