Sep 8, 2014 5:36 pm
The discussion in another thread started veering off course, but I think I had an interesting angle, so I thought we could continue the discussion here.
This quote raises lots of interesting questions and discussion points that are worth talking about as Game Masters. Discussion that will surely only improve everyone's ability to run a game, run a game well and maximize player engagement and enjoyment. The big talking points I see are these:
(0) Why do we want players to RP? Is it appropriate for every game (group) to enforce/encourage RPing?
(1) What does it mean to RP well? When is a player RPing well and when is a player not? What are the signs?
(2) How do you encourage players to RP more often? How do you teach players how to RP better?
I'll start with my answers, but I'm curious about what everyone else does as well:
(0) I don't necessarily want players to RP. How much RPing is appropriate for a game depends on your group and the kind of game experience you are trying to facilitate. Some groups just want a tactical team game where they dive dungeons and slay dragons - with no RPing what so ever. If that's your group then it would be a bad idea to force them to RP (because that will stop them from having fun, and RPing isn't fun for everyone). If you have a group that really wants to RP, then you should provide lots of opportunity for it (otherwise they won't have fun!). If you're group is mixed, then you need to make sure each session strikes a balance between opportunities for RPing and the non-RP stuff that the other players like. I'm sure you see the common thread in my style -- as a GM I see myself as "Fun Facilitator" and so I strive to identify what each player finds fun about the game experience, and ensure that they have fun for as much of the evening as possible. That sometimes means lots of RP, and sometimes none (depends on the group).
(1) RPing well, to me, means that you "get into" your characters head and make decisions that align with that character (which may not align with yourself). Since each player designed their own character, it's not my place to decide if they are RPing well or not. There are some clear cases where players are RPing especially poorly (player knowledge vs. character knowledge cases come to mind - although I try to design campaigns to make this divide as small as possible), but even then, it's still hard to adjudicate. And, I don't see how evaluating a player's RP performance actually contributes to the game, instead I prefer to just provide opportunity to explore the character's and RP as much or as little (and as accurately or inaccurately) as players want.
(2) I start with character creation. As part of creating characters I require each player to fill out a questionnaire about their character. This identifies the characters motivations, some core aspects of their background and a framework of how their character would react in different circumstances. This questionnaire then gives the player a good sense of their character's personality, and helps them get into the character before they've even rolled a die or created a stat block. I've found it to be a really effective way to encourage and facilitate role playing.
ExperienceLtd says:
I personally have played with a lot of groups that are combat heavy and don't rp very well, i put more situations into my games now that require the player to think in character more than as a player to get an outcome they desire. i don't punish them if they don't, but i will nudge them into a non-meta focus for gaming since Roleplaying is about immersion.(0) Why do we want players to RP? Is it appropriate for every game (group) to enforce/encourage RPing?
(1) What does it mean to RP well? When is a player RPing well and when is a player not? What are the signs?
(2) How do you encourage players to RP more often? How do you teach players how to RP better?
I'll start with my answers, but I'm curious about what everyone else does as well:
(0) I don't necessarily want players to RP. How much RPing is appropriate for a game depends on your group and the kind of game experience you are trying to facilitate. Some groups just want a tactical team game where they dive dungeons and slay dragons - with no RPing what so ever. If that's your group then it would be a bad idea to force them to RP (because that will stop them from having fun, and RPing isn't fun for everyone). If you have a group that really wants to RP, then you should provide lots of opportunity for it (otherwise they won't have fun!). If you're group is mixed, then you need to make sure each session strikes a balance between opportunities for RPing and the non-RP stuff that the other players like. I'm sure you see the common thread in my style -- as a GM I see myself as "Fun Facilitator" and so I strive to identify what each player finds fun about the game experience, and ensure that they have fun for as much of the evening as possible. That sometimes means lots of RP, and sometimes none (depends on the group).
(1) RPing well, to me, means that you "get into" your characters head and make decisions that align with that character (which may not align with yourself). Since each player designed their own character, it's not my place to decide if they are RPing well or not. There are some clear cases where players are RPing especially poorly (player knowledge vs. character knowledge cases come to mind - although I try to design campaigns to make this divide as small as possible), but even then, it's still hard to adjudicate. And, I don't see how evaluating a player's RP performance actually contributes to the game, instead I prefer to just provide opportunity to explore the character's and RP as much or as little (and as accurately or inaccurately) as players want.
(2) I start with character creation. As part of creating characters I require each player to fill out a questionnaire about their character. This identifies the characters motivations, some core aspects of their background and a framework of how their character would react in different circumstances. This questionnaire then gives the player a good sense of their character's personality, and helps them get into the character before they've even rolled a die or created a stat block. I've found it to be a really effective way to encourage and facilitate role playing.