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Switch to Forum Live View How to become good at roleplaying.
7 months ago  ::  Nov 16, 2012 - 3:20PM #11
Centauri
Date Joined: Jul 21, 2004
Posts: 9,693

Nov 16, 2012 -- 2:26PM, Emirikol wrote:

Put your character in less than ideal situations becuause "that's just what he would do."  Now, mind you the "what he would do" gets old really quickly when it annoys the other players so you've got to ask them, "How is your dwarf different from you Zach?  What would his mother say about his choices?"


"It's what my character would do" can be risky. The reason it becomes annoying is because what one's character "would do" inconveniences the other players. For any given choice there's usually no one thing a given character would do, so just try to choose something that's both in-character and not at odds with the other characters.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago  ::  Nov 16, 2012 - 10:52PM #12
Sir-Zalphon
Date Joined: Sep 24, 2011
Posts: 125

Nov 16, 2012 -- 3:17PM, DaBeerds wrote:

I am in agreement with YagamiFire - Use game mechanics whenever you cannot come up with good role-playing.  As YagamiFire said, this puts the impetus on the DM to describe the results.

That being said, Whenever I am in the spotlight in game social situations, I typically ask for a moment and compose myself.  I take that time to think about what my character's motivation is (what is it he/she wants to get out of the situation), sometimes I even jot down some notes.  Once I know what I want to have happen, I just start talking to the DM like he/she's the NPC.  I speak carefully and with purpose - make believe you are giving a speech/presentation to a group.

And WHEN (it will happen) the DM responds in an unexpected way ask for another moment.  YOU being flustered does not mean your character is, and your DM should know this and grant you the opportunity to re-compose yourself.  If he/she does not...well /shrug

I also agree with Sir-Zalphon regarding creating characters like yourself...to a point.  I have seen too many players play the EXACT SAME character type over and over and over again simply because they fear trying something different.  So, I would also recommend that you make a character that is the antithesis of you - if you have fears make your character fearless, if you are normally very out-going make your character introverted, etc.  This way, you can have the same thought processes "what would I do?" but instead your character does the opposite





I do believe there was a misunderstanding.  I mean make the character feel real--I don't mean clone yourself.  Give your character emotional flesh to their numerical bones.  Make them realistic in that they have aspirations beyond: "Slay all the monsters and get money!" 

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7 months ago  ::  Nov 17, 2012 - 8:23AM #13
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,822

Nov 16, 2012 -- 10:52PM, Sir-Zalphon wrote:

Nov 16, 2012 -- 3:17PM, DaBeerds wrote:

I am in agreement with YagamiFire - Use game mechanics whenever you cannot come up with good role-playing.  As YagamiFire said, this puts the impetus on the DM to describe the results.

That being said, Whenever I am in the spotlight in game social situations, I typically ask for a moment and compose myself.  I take that time to think about what my character's motivation is (what is it he/she wants to get out of the situation), sometimes I even jot down some notes.  Once I know what I want to have happen, I just start talking to the DM like he/she's the NPC.  I speak carefully and with purpose - make believe you are giving a speech/presentation to a group.

And WHEN (it will happen) the DM responds in an unexpected way ask for another moment.  YOU being flustered does not mean your character is, and your DM should know this and grant you the opportunity to re-compose yourself.  If he/she does not...well /shrug

I also agree with Sir-Zalphon regarding creating characters like yourself...to a point.  I have seen too many players play the EXACT SAME character type over and over and over again simply because they fear trying something different.  So, I would also recommend that you make a character that is the antithesis of you - if you have fears make your character fearless, if you are normally very out-going make your character introverted, etc.  This way, you can have the same thought processes "what would I do?" but instead your character does the opposite





I do believe there was a misunderstanding.  I mean make the character feel real--I don't mean clone yourself.  Give your character emotional flesh to their numerical bones.  Make them realistic in that they have aspirations beyond: "Slay all the monsters and get money!" 




Another good tool for this is to give your character an interest that you yourself don't have. Then do research on it. Try to see from the characters point of view how it would be interesting. not only will you learn some stuff (wikipedia is your friend) but you give the character something outside your own comfort zone to call his own and draw on.

For example, a player in my game is currently playing a...well, let's call it a Viking-Orc who is a former privateer and sailor. Now, the player doesn't really know anything about ships because he's never been out on anything larger than a small rowboat...but he loves the Treasure Island movie with Christian Bale and so decided he wanted to play someone with that frame of reference (sailor/pirate sort). So while he's been playing, in-between games he's been reading up on the golden age of piracy and such...it's given him an always-ready touchstone with his character where he can put on his "sailor hat" and slip into his character a lot more easily. Once you start learning how to walk-the-walk (even a little) it makes talking-the-talk a lot easier because it shifts your mind-set.

I'm on a journey of enlightenment, learning and self-improvement. A journey towards mastery. A journey that will never end.

If you challenge me, prepare to be challenged.  If you have something to offer as a fellow student, I will accept it. If you call yourself a master, prepare to be humbled. If you seek me, look to the path. I will be traveling it. #SuperDungeonMasterIITurbo

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7 months ago  ::  Nov 21, 2012 - 3:08PM #14
DaBeerds
Date Joined: May 25, 2012
Posts: 385

Nov 17, 2012 -- 8:23AM, YagamiFire wrote:

Nov 16, 2012 -- 10:52PM, Sir-Zalphon wrote:

Nov 16, 2012 -- 3:17PM, DaBeerds wrote:

I am in agreement with YagamiFire - Use game mechanics whenever you cannot come up with good role-playing.  As YagamiFire said, this puts the impetus on the DM to describe the results.

That being said, Whenever I am in the spotlight in game social situations, I typically ask for a moment and compose myself.  I take that time to think about what my character's motivation is (what is it he/she wants to get out of the situation), sometimes I even jot down some notes.  Once I know what I want to have happen, I just start talking to the DM like he/she's the NPC.  I speak carefully and with purpose - make believe you are giving a speech/presentation to a group.

And WHEN (it will happen) the DM responds in an unexpected way ask for another moment.  YOU being flustered does not mean your character is, and your DM should know this and grant you the opportunity to re-compose yourself.  If he/she does not...well /shrug

I also agree with Sir-Zalphon regarding creating characters like yourself...to a point.  I have seen too many players play the EXACT SAME character type over and over and over again simply because they fear trying something different.  So, I would also recommend that you make a character that is the antithesis of you - if you have fears make your character fearless, if you are normally very out-going make your character introverted, etc.  This way, you can have the same thought processes "what would I do?" but instead your character does the opposite





I do believe there was a misunderstanding.  I mean make the character feel real--I don't mean clone yourself.  Give your character emotional flesh to their numerical bones.  Make them realistic in that they have aspirations beyond: "Slay all the monsters and get money!" 




Another good tool for this is to give your character an interest that you yourself don't have. Then do research on it. Try to see from the characters point of view how it would be interesting. not only will you learn some stuff (wikipedia is your friend) but you give the character something outside your own comfort zone to call his own and draw on.

For example, a player in my game is currently playing a...well, let's call it a Viking-Orc who is a former privateer and sailor. Now, the player doesn't really know anything about ships because he's never been out on anything larger than a small rowboat...but he loves the Treasure Island movie with Christian Bale and so decided he wanted to play someone with that frame of reference (sailor/pirate sort). So while he's been playing, in-between games he's been reading up on the golden age of piracy and such...it's given him an always-ready touchstone with his character where he can put on his "sailor hat" and slip into his character a lot more easily. Once you start learning how to walk-the-walk (even a little) it makes talking-the-talk a lot easier because it shifts your mind-set.




What YagamiFire said

There is also a creative writing aspect to it.  Even if you have no idea what the world you are about to play in is like, you can still come up with an outline of something:

birth
parents
siblings
rivals
allies
why are you the class you are?
why are you adventuring?
the list goes on.

Ironically, the more outside the box you think, the more likely the character will "feel real." The typical, I'm a street rat orphan; I'm a member of the city guard; my parents gave me to the church; etc, rarely inspire creative thought.

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6 months ago  ::  Nov 23, 2012 - 1:14PM #15
Sir_Joseph_the_Crowe
Date Joined: Jun 20, 2012
Posts: 1,045

Nov 21, 2012 -- 3:08PM, DaBeerds wrote:

Nov 17, 2012 -- 8:23AM, YagamiFire wrote:

Nov 16, 2012 -- 10:52PM, Sir-Zalphon wrote:

Nov 16, 2012 -- 3:17PM, DaBeerds wrote:

I am in agreement with YagamiFire - Use game mechanics whenever you cannot come up with good role-playing.  As YagamiFire said, this puts the impetus on the DM to describe the results.

That being said, Whenever I am in the spotlight in game social situations, I typically ask for a moment and compose myself.  I take that time to think about what my character's motivation is (what is it he/she wants to get out of the situation), sometimes I even jot down some notes.  Once I know what I want to have happen, I just start talking to the DM like he/she's the NPC.  I speak carefully and with purpose - make believe you are giving a speech/presentation to a group.

And WHEN (it will happen) the DM responds in an unexpected way ask for another moment.  YOU being flustered does not mean your character is, and your DM should know this and grant you the opportunity to re-compose yourself.  If he/she does not...well /shrug

I also agree with Sir-Zalphon regarding creating characters like yourself...to a point.  I have seen too many players play the EXACT SAME character type over and over and over again simply because they fear trying something different.  So, I would also recommend that you make a character that is the antithesis of you - if you have fears make your character fearless, if you are normally very out-going make your character introverted, etc.  This way, you can have the same thought processes "what would I do?" but instead your character does the opposite





I do believe there was a misunderstanding.  I mean make the character feel real--I don't mean clone yourself.  Give your character emotional flesh to their numerical bones.  Make them realistic in that they have aspirations beyond: "Slay all the monsters and get money!" 




Another good tool for this is to give your character an interest that you yourself don't have. Then do research on it. Try to see from the characters point of view how it would be interesting. not only will you learn some stuff (wikipedia is your friend) but you give the character something outside your own comfort zone to call his own and draw on.

For example, a player in my game is currently playing a...well, let's call it a Viking-Orc who is a former privateer and sailor. Now, the player doesn't really know anything about ships because he's never been out on anything larger than a small rowboat...but he loves the Treasure Island movie with Christian Bale and so decided he wanted to play someone with that frame of reference (sailor/pirate sort). So while he's been playing, in-between games he's been reading up on the golden age of piracy and such...it's given him an always-ready touchstone with his character where he can put on his "sailor hat" and slip into his character a lot more easily. Once you start learning how to walk-the-walk (even a little) it makes talking-the-talk a lot easier because it shifts your mind-set.




What YagamiFire said

There is also a creative writing aspect to it.  Even if you have no idea what the world you are about to play in is like, you can still come up with an outline of something:

birth
parents
siblings
rivals
allies
why are you the class you are?
why are you adventuring?
the list goes on.

Ironically, the more outside the box you think, the more likely the character will "feel real." The typical, I'm a street rat orphan; I'm a member of the city guard; my parents gave me to the church; etc, rarely inspire creative thought.


What y'all said.

I'm having a particular player that plays the same very strong fighter with power attack and a great sword with every single character... he is always the orphan whose parents gave him to the church and he became a city guard! But he always has knowledge arcane as well. And his life goal is to slay the monsters and get all the money to buy more equipment to slay more monsters to get more money to buy more equipment to slay more monsters to get more money to buy more....

We have 5 campaigns going on... a jungle setting, a desert setting, a sylven setting a romanesque setting and a medieval european-style setting and I can't remember any of his character's names or what is the difference from one to the next.

I like the idea of asking him to try playing something the 'opposite' of his usual character, though. I've been racking my brains on this one player. His enthusiasm never wanes but his characters bore the rest of us. It seems his entire existence is to 'steal the kill'. Which means if we want to have the occasional hero moment, we need to either gang up and off his character or else make the same min/max character he always does.

Sorry. Only meant to say thanks, not much else to add.


A rogue with a bowl of slop can be a controller.

WIZARD PC: Can I substitute Celestial Roc Guano for my fireball spells?
DM: Awesome. Yes.
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6 months ago  ::  Nov 23, 2012 - 5:16PM #16
Emirikol
Date Joined: Mar 16, 2001
Posts: 160

Nov 16, 2012 -- 3:20PM, Centauri wrote:

Nov 16, 2012 -- 2:26PM, Emirikol wrote:

Put your character in less than ideal situations becuause "that's just what he would do."  Now, mind you the "what he would do" gets old really quickly when it annoys the other players so you've got to ask them, "How is your dwarf different from you Zach?  What would his mother say about his choices?"


"It's what my character would do" can be risky. The reason it becomes annoying is because what one's character "would do" inconveniences the other players. For any given choice there's usually no one thing a given character would do, so just try to choose something that's both in-character and not at odds with the other characters.





Totally agree here.  Some players do not have the self-awareness to know when it goes beyond "interesting idea" to "you know, you just killed the group because your stupid paladin couldn't keep his sword in his scabbard."

Some players simply screw things up

jh

Gamer Chiropractor - Hafner Chiropractic 305 S. Kipling st,Suite C-2, Lakewood, Co 80226 www.hafnerchiropractic.com
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6 months ago  ::  Nov 24, 2012 - 5:52AM #17
DaBeerds
Date Joined: May 25, 2012
Posts: 385

Nov 23, 2012 -- 1:14PM, Sir_Joseph_the_Crowe wrote:

Nov 21, 2012 -- 3:08PM, DaBeerds wrote:

Nov 17, 2012 -- 8:23AM, YagamiFire wrote:

Nov 16, 2012 -- 10:52PM, Sir-Zalphon wrote:

Nov 16, 2012 -- 3:17PM, DaBeerds wrote:

I am in agreement with YagamiFire - Use game mechanics whenever you cannot come up with good role-playing.  As YagamiFire said, this puts the impetus on the DM to describe the results.

That being said, Whenever I am in the spotlight in game social situations, I typically ask for a moment and compose myself.  I take that time to think about what my character's motivation is (what is it he/she wants to get out of the situation), sometimes I even jot down some notes.  Once I know what I want to have happen, I just start talking to the DM like he/she's the NPC.  I speak carefully and with purpose - make believe you are giving a speech/presentation to a group.

And WHEN (it will happen) the DM responds in an unexpected way ask for another moment.  YOU being flustered does not mean your character is, and your DM should know this and grant you the opportunity to re-compose yourself.  If he/she does not...well /shrug

I also agree with Sir-Zalphon regarding creating characters like yourself...to a point.  I have seen too many players play the EXACT SAME character type over and over and over again simply because they fear trying something different.  So, I would also recommend that you make a character that is the antithesis of you - if you have fears make your character fearless, if you are normally very out-going make your character introverted, etc.  This way, you can have the same thought processes "what would I do?" but instead your character does the opposite





I do believe there was a misunderstanding.  I mean make the character feel real--I don't mean clone yourself.  Give your character emotional flesh to their numerical bones.  Make them realistic in that they have aspirations beyond: "Slay all the monsters and get money!" 




Another good tool for this is to give your character an interest that you yourself don't have. Then do research on it. Try to see from the characters point of view how it would be interesting. not only will you learn some stuff (wikipedia is your friend) but you give the character something outside your own comfort zone to call his own and draw on.

For example, a player in my game is currently playing a...well, let's call it a Viking-Orc who is a former privateer and sailor. Now, the player doesn't really know anything about ships because he's never been out on anything larger than a small rowboat...but he loves the Treasure Island movie with Christian Bale and so decided he wanted to play someone with that frame of reference (sailor/pirate sort). So while he's been playing, in-between games he's been reading up on the golden age of piracy and such...it's given him an always-ready touchstone with his character where he can put on his "sailor hat" and slip into his character a lot more easily. Once you start learning how to walk-the-walk (even a little) it makes talking-the-talk a lot easier because it shifts your mind-set.




What YagamiFire said

There is also a creative writing aspect to it.  Even if you have no idea what the world you are about to play in is like, you can still come up with an outline of something:

birth
parents
siblings
rivals
allies
why are you the class you are?
why are you adventuring?
the list goes on.

Ironically, the more outside the box you think, the more likely the character will "feel real." The typical, I'm a street rat orphan; I'm a member of the city guard; my parents gave me to the church; etc, rarely inspire creative thought.


What y'all said.

I'm having a particular player that plays the same very strong fighter with power attack and a great sword with every single character... he is always the orphan whose parents gave him to the church and he became a city guard! But he always has knowledge arcane as well. And his life goal is to slay the monsters and get all the money to buy more equipment to slay more monsters to get more money to buy more equipment to slay more monsters to get more money to buy more....

We have 5 campaigns going on... a jungle setting, a desert setting, a sylven setting a romanesque setting and a medieval european-style setting and I can't remember any of his character's names or what is the difference from one to the next.

I like the idea of asking him to try playing something the 'opposite' of his usual character, though. I've been racking my brains on this one player. His enthusiasm never wanes but his characters bore the rest of us. It seems his entire existence is to 'steal the kill'. Which means if we want to have the occasional hero moment, we need to either gang up and off his character or else make the same min/max character he always does.

Sorry. Only meant to say thanks, not much else to add.




i had a similar player and something I considered, but did not do, was a game where the dice determined the class.  Normally groups do a point buy or some variation of 4d6 arrange to taste.  In games like I am suggesting, players do 4d6 in order (in front of witnesses, preferably you the DM), they then look at their stats and see what class best suits those stats.

I've played and run in these types of games.  Two pieces of advice:

1-once the stats are rolled and the class is chosen, add in some point buying power because a lot of the time, the rolled stats are not "heroic"
2-do a one off adventure or two to start.  While some love the novelty others may not (like your orphan PA GS friend).


this type of game gives players a chance the explore other classes they may not normally play.

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6 months ago  ::  Nov 24, 2012 - 6:47AM #18
SwampDog
Date Joined: Jan 2, 2011
Posts: 405
For every character you create, try some of these ideas:

Describe your character in a way that does NOT include his class, race, profession, or physical description.   Come up with at least five words/phrases  (generous, aloof, timid around the opposite sex, studious, and cranky in the mornings).    Every player should be able to do this.   You can describe your close friends without mentioning their appearance or profession, you can do it with your character.

Come up with something your character does that has nothing to do with adventuring nor a profession.   Try to mostly avoid obvious ones like drinking or gambling. (juggler, gourmet, book collector, making hand shadows, etc.)   I die a little every time I hear a player tell me ("I'm motivated by killing things and getting treasure."

Include a physical trait beyond a standard description.  (always smiling, has a stutter, blinks often, allergic, etc)

Open up a newspaper and select a half dozen controversial subjects.   Ask yourself what side of the argument for each of these that you stand on vs your character.   If it's the same every time, you may wish to alter that character.

Add at least one character motivation that does not directly tie to important events of the character's past.   "My brother was killed by an orc named Shrumgug and I must avenge his death" is ok to have for a motivation but you need something less personally tied to his past.   Use real life as an example.   Perhaps you've always wanted to visit the vatican.   Your character might have a unique, far away temple he's always wanted to see, or a library, or an unusual town, or a famous person he's always wanted to meet, etc.

Do all this on top of all the other stuff; race, background, why he became a (CLASS), goals, physical description, etc.   When you are done (and done any back and forth with your DM), read it again and again.   Keep this information with your character sheet.  Read it again before the start of every night's adventure.
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6 months ago  ::  Nov 26, 2012 - 12:32PM #19
Centauri
Date Joined: Jul 21, 2004
Posts: 9,693

Nov 23, 2012 -- 5:16PM, Emirikol wrote:

Nov 16, 2012 -- 3:20PM, Centauri wrote:

Nov 16, 2012 -- 2:26PM, Emirikol wrote:

Put your character in less than ideal situations becuause "that's just what he would do."  Now, mind you the "what he would do" gets old really quickly when it annoys the other players so you've got to ask them, "How is your dwarf different from you Zach?  What would his mother say about his choices?"


"It's what my character would do" can be risky. The reason it becomes annoying is because what one's character "would do" inconveniences the other players. For any given choice there's usually no one thing a given character would do, so just try to choose something that's both in-character and not at odds with the other characters.


Totally agree here.  Some players do not have the self-awareness to know when it goes beyond "interesting idea" to "you know, you just killed the group because your stupid paladin couldn't keep his sword in his scabbard."

Some players simply screw things up

jh


Which isn't to say that characters can't be at odds with one another; that's just classic, after all. But players should be working together, and any in-character argument or conflict or troublemaking should occur with out-of-character buy-in from the rest of the table.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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6 months ago  ::  Nov 27, 2012 - 7:19AM #20
rednblack
Date Joined: Oct 15, 2012
Posts: 295

Nov 26, 2012 -- 12:32PM, Centauri wrote:

Nov 23, 2012 -- 5:16PM, Emirikol wrote:

Nov 16, 2012 -- 3:20PM, Centauri wrote:

Nov 16, 2012 -- 2:26PM, Emirikol wrote:

Put your character in less than ideal situations becuause "that's just what he would do."  Now, mind you the "what he would do" gets old really quickly when it annoys the other players so you've got to ask them, "How is your dwarf different from you Zach?  What would his mother say about his choices?"


"It's what my character would do" can be risky. The reason it becomes annoying is because what one's character "would do" inconveniences the other players. For any given choice there's usually no one thing a given character would do, so just try to choose something that's both in-character and not at odds with the other characters.


Totally agree here.  Some players do not have the self-awareness to know when it goes beyond "interesting idea" to "you know, you just killed the group because your stupid paladin couldn't keep his sword in his scabbard."

Some players simply screw things up

jh


Which isn't to say that characters can't be at odds with one another; that's just classic, after all. But players should be working together, and any in-character argument or conflict or troublemaking should occur with out-of-character buy-in from the rest of the table.


Agreed, but when this is a problem, it is generally a problem because a player uses his character as an excuse to act like a jerk.  

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