Gurifu
2016-03-01, 05:12 AM
TLDR: I'm looking for advice on how to sell "quiet and haunted" and still proactively create in-character interactions and relationship development.
Background:
I'm currently playing in an Out of the Abyss campaign with a group that likes to roleplay but almost never takes the initiative to do it. If I was playing a proactive talker, I could generate roleplay just by being there and talking to other characters the way my character would. My in-character speaking causes the DM to respond in character, that makes other players start talking in character, and everything moves along swimmingly. I don't even have to dominate conversations: as soon as the DM and another player are both in character, I can step out and let it ride.
But for this game, my character is supposed to be quiet, haunted, and in some ways shy, so I've only been engaging proactively in character when I have something really important to say. To wit: the way my character would talk to others is generally not to talk to them. It fit the character that I generated, the background that I came up with, and the horror genre of the campaign. When I'm not taking the initiative in engaging conversations, all in-character interaction except for pre-written statements read from the book disappears. Every time that there has been meaningful back-and-forth roleplay, I initiated it. We communicate with out of character statements of what a character or NPC wants to convey, and make decisions about what to do next as players, not characters. Inter-PC thought-sharing is simply gone, not even replaced with out-of-character statements, just gone.
PS: While I'm here... I have strong personal motivations to stay in, or return to, the Underdark (scores to settle, comrades to save or avenge, questions that need answers) that don't line up with the party's current motivations (screw everything else, let's get out of here ASAP). People who have experience with this OotA, is this likely to work itself out on its own?
Background:
I'm currently playing in an Out of the Abyss campaign with a group that likes to roleplay but almost never takes the initiative to do it. If I was playing a proactive talker, I could generate roleplay just by being there and talking to other characters the way my character would. My in-character speaking causes the DM to respond in character, that makes other players start talking in character, and everything moves along swimmingly. I don't even have to dominate conversations: as soon as the DM and another player are both in character, I can step out and let it ride.
But for this game, my character is supposed to be quiet, haunted, and in some ways shy, so I've only been engaging proactively in character when I have something really important to say. To wit: the way my character would talk to others is generally not to talk to them. It fit the character that I generated, the background that I came up with, and the horror genre of the campaign. When I'm not taking the initiative in engaging conversations, all in-character interaction except for pre-written statements read from the book disappears. Every time that there has been meaningful back-and-forth roleplay, I initiated it. We communicate with out of character statements of what a character or NPC wants to convey, and make decisions about what to do next as players, not characters. Inter-PC thought-sharing is simply gone, not even replaced with out-of-character statements, just gone.
PS: While I'm here... I have strong personal motivations to stay in, or return to, the Underdark (scores to settle, comrades to save or avenge, questions that need answers) that don't line up with the party's current motivations (screw everything else, let's get out of here ASAP). People who have experience with this OotA, is this likely to work itself out on its own?