Bjarkmundur
2019-08-13, 05:42 PM
Saw a youtube video by MonarchsFactory recently about how she created a storytelling mechanic to encourage players to roleplay their characters as they are exchanging stories by the campfire at the end of a long day. Nothing more happens in this scenario, just a group of friends talking about their wants, dreams and past experiences.
I was wondering if you guys have any scenarios specifically included in your campaigns that encourage player-to-player roleplaying.
I love the idea of having a chapter within a session that revolves solely about the characters simply talking to each other, but realize that this either has to come naturally or be heavily encouraged.
Even if you don't have a mechanic that does this. If you were to create one, how would you do it? How would you help your players get started? How would you set the tone? What would the encouragement or reward be for this session-within-a-session?
I'd love to get a conversation about player-to-player roleplaying, so don't be afraid to share whatever experiences or opinions you have :)
Give out simple instructions to your players at the start of a session. This is a light non-relevant roleplay scenario that gets your players in the mindset and helps them find their character's voice. Having warmed up before going into a dramatic story makes it easier for players to roleplay on the fly later into the session. The following is a general format of one character having strong opinions about something, two characters calming and amping him up, respectively, and the fourth character adding new information into the conversation. This gives everyone a clear goal, and you can pick your two most comfortable roleplayers to be the first and fourth characters. It's a simple call-and-response formula that is easy to follow and gets people's roleplaying-muscles nice and loose.
The DM starts
- "PC 1, you just painfully banged your foot against the table, which set you off on a heated rant about how this establishment is run by wererats and half-brains."
He then gives simple instructions to the other players about how their characters react:
-"PC 2, you are trying to calm him down, telling him to not make a fuss out of little things. PC3 you are reminded of an ever ****tier tavern you have been to and are desperately trying to get the conversation to revolve about you. PC4, you are completely on board with the foot-sore character going on a full on rampage against the staff and other patrons, and are encouraging his over-the-top reaction of banging his foot."
To make this flow more naturally, give each player a chance to voice his character right after you've given him his instructions. At best, everyone gets a chance to roleplay a couple of lines. At worst, this whole thing is really awkward but still makes everything that comes afterwards less awkward in comparison. You then interrupt the characters talking with an event that sets the session's story in motion, in order the keep the players in character as you ask for their reaction to the event.
"And as you say that last sentence a man with a big hat, flamboyant scarf and purple breeches walks over to your table and says "Ah, there you are, I'm glad you found the place..."
I was wondering if you guys have any scenarios specifically included in your campaigns that encourage player-to-player roleplaying.
I love the idea of having a chapter within a session that revolves solely about the characters simply talking to each other, but realize that this either has to come naturally or be heavily encouraged.
Even if you don't have a mechanic that does this. If you were to create one, how would you do it? How would you help your players get started? How would you set the tone? What would the encouragement or reward be for this session-within-a-session?
I'd love to get a conversation about player-to-player roleplaying, so don't be afraid to share whatever experiences or opinions you have :)
Give out simple instructions to your players at the start of a session. This is a light non-relevant roleplay scenario that gets your players in the mindset and helps them find their character's voice. Having warmed up before going into a dramatic story makes it easier for players to roleplay on the fly later into the session. The following is a general format of one character having strong opinions about something, two characters calming and amping him up, respectively, and the fourth character adding new information into the conversation. This gives everyone a clear goal, and you can pick your two most comfortable roleplayers to be the first and fourth characters. It's a simple call-and-response formula that is easy to follow and gets people's roleplaying-muscles nice and loose.
The DM starts
- "PC 1, you just painfully banged your foot against the table, which set you off on a heated rant about how this establishment is run by wererats and half-brains."
He then gives simple instructions to the other players about how their characters react:
-"PC 2, you are trying to calm him down, telling him to not make a fuss out of little things. PC3 you are reminded of an ever ****tier tavern you have been to and are desperately trying to get the conversation to revolve about you. PC4, you are completely on board with the foot-sore character going on a full on rampage against the staff and other patrons, and are encouraging his over-the-top reaction of banging his foot."
To make this flow more naturally, give each player a chance to voice his character right after you've given him his instructions. At best, everyone gets a chance to roleplay a couple of lines. At worst, this whole thing is really awkward but still makes everything that comes afterwards less awkward in comparison. You then interrupt the characters talking with an event that sets the session's story in motion, in order the keep the players in character as you ask for their reaction to the event.
"And as you say that last sentence a man with a big hat, flamboyant scarf and purple breeches walks over to your table and says "Ah, there you are, I'm glad you found the place..."