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DM Resources Friday Favourites

Friday Favourite: 5 Tips To Increase Role-Playing At Your Game Table

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From February 8, 2011, Dungeon’s Master once again presents: 5 Tips To Increase Role-Playing At Your Game Table.

Role-playing has featured prominently in several 4e blogs over the past few weeks. The topics and approaches to the subject have varied widely, from how to speed up combat to allow for more time to role-play to introducing new mechanics to encourage role-playing. Our own post on the 4th action is one of the later articles. The subject of role-playing in 4e has been of great debate since its release with many debating how much role-playing the edition allows.

Some have argued that skill challenges are the mechanic in 4e that facilitates role-playing. While skill challenges can certainly accomplish this task, to state that they are the only way to role-play in 4e is rather naive. I strongly believe that if your gaming group wants to role-play it will. I also believe that some players are more willing to embrace role-playing than others.

Role-playing can be an uncomfortable experience for some players. It requires taking on an alternate personality and sharing that with the rest of the game table. Included below are five tips that a DM can use to foster role-playing at the table.

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Editorial

D&D Core Rules: Role Playing

This past week Wizards of the Coast ran an article about the core rules of Dungeons & Dragons. The current staffed were poled as to their thoughts on the rules and what rules had carried through the different editions of the game. The most constant point present was the power of the d20 to represent most actions. I have to agree, the d20 is what I associate with D&D more than any other die and this goes long beyond when the coined the d20 System.

What I noticed about the list was that no one listed role playing. My initial thoughts were, how bizarre or perhaps telling that role playing is not included in this list. Then I took a step back and I looked at the list and the initial request again. They were looking for rules, for mechanics. Role playing is neither of these things, it is a mindset.

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DM Resources

3 Quick Ways To Increase Role Playing At Your Table

In reading Ameron’s reports on D&D Encounters and in my own observations there seems to be a lack of role playing occurring in D&D. Another way of looking at it is, there are good role playing opportunities presented with combat encounters that just seem tacked on providing an excuse for combat.

The pace of 4e D&D combat tends to squeeze role playing out of the equation. I find this happening to the extent that 4e could almost be classified as a tactical combat game rather than a role playing game. The opinion might be extreme, but it does have merit. If you are looking to ensure that more role playing occur at your table and not sacrifice the fun that 4e tactical combat brings consider the points below.

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DM Resources

Accepting a Suicide Mission

How often do you know the outcome of your adventure before you even begin playing? Almost never. But, what if you did know the way the adventure was going to end? More importantly, what if you knew – before you ever sat down to play – that the PCs could only achieve victory by sacrificing themselves in the process?

I’m not talking about a typical TPK. This isn’t just a really difficult encounter where the PCs, through bad luck, poor rolls and dismal tactics end up dead. I’m talking about an adventure that’s specifically designed as a no way out scenario. The PCs, and more importantly the players, know at the beginning of the campaign that they won’t be coming back.

This kind of set up makes for a very different D&D adventure. Normally the players assume (and rightly so) that their characters will survive everything that’s thrown at them. No one plays D&D and expects for their character to die. Where’s the fun in that? Well, I’m going to tell you.

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Skill Challenges

Skill Challenges Without Skills

Skill challenges carry the narrative of the story forward in a manner that includes the players in the telling. Through participation in skill challenges players can work with the DM to craft the story. While the DM holds the power of the overall direction of the story by creating the challenge, players control the tiny details by how they react to the situation and what skills they use to overcome the obstacles presented. It’s a great collaborative system that ends up being a win-win.

Of course skill challenges have a drawback. Players often pigeonhole themselves into decisions based on what skills are presented on their character sheet. Worse, many players only fully consider those skills that they are trained in. All this leads to some very boring skill challenges where players decide what skill to use to complete the challenge, rather than deciding on an action that creates role playing opportunities.