Weem’s DM Tips for RP Prompting and Immersion

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Weem’s DM Tips for RP Prompting and Immersion

Many of us would like to see more role-playing out of one or more of our players, and for good reason. These are role-playing games after all. We are seeking to immerse ourselves in alternate worlds and essentially let our imaginations take over for an evening.

But the benefits of a rich RP experience do more than simply allow you to be a hero (or perhaps a villain?) for a night. They have a way of helping resolve other common problems DM’s face that in some cases may not initially seem related to a lack of role-playing or deep enough character immersion.

I practice a lot of what I call “RP Prompting” in my games. These are techniques I have used to draw my players into deeper role-playing or to help them become more attached or immersed in their characters’ story. Most of my planning time (which, in total, equates to 3-5 hours the night before the game) involves thinking of ways to initiate RP prompts, and ways to draw attention to the importance of their characters in the story. They drive the story, and I always have a general idea of where they are heading. My improvisation skills are what I consider my strong point, and so that means I can focus more(most) of my time on the RP/Immersion aspects of my games.

A quick disclaimer before I start. Some of these tips you will have used, some may not work that well in your group and others may have you scratching your head. I make no assumptions about how well these will work for you – rather I simply want to share what works for me and my groups. This list does not cover everything I do, but it does cover the ones I feel are the most important/effective tools.

Character Foreground

One of the things we (in general) focus on initially when we think of role-playing is character backgrounds. Going into great detail with character backgrounds can be good, and even works for me for the most part, but when it comes to helping produce good RP opportunities in game, I like to create what I call a Character Foreground instead, and I like for my players to do this as well.

Character foregrounds, as opposed to backgrounds, focus entirely on the here and now. I tend to think of it as “what have I been doing the last day or two that lead me to hook up with this group”. Here is a quick example I used in another thread recently…

DM: What about you, what's your background?

ME: "Me? Until a few minutes ago, I was standing on the corner holding three of my teeth in my hand. This town almost took my life about an hour ago when two men jumped me behind the tavern. This cut on my face? as you can see, it's fresh! I have no money, no friends, and no future. I heard these guys offering people money to help them clear out a basement? I mean, are you kidding me? I'm thinking hell yea... at this point, I would scrape barnacles off the pier for a whole day if I could get a drink at the end of the night"

So that's a quick example. It covers nothing of my characters’ life from more than a day ago, which leaves plenty of topics for conversation later (aka RP-ing) in-game. I may have some of the background information written down, but it would be in a very basic format (a few sentences maybe – just something to prompt me when asked, but not so much that I am bound by anything).

Help Create Unique “Outisde of the Box” Character Aspects

I want my players to be attached to their characters. I want them to care if they live or die. Whenever I can help create this connection, I do it.

One of the ways I accomplish this is to work with players to give their characters some unique aspect(s) that are for this character only. If the Elf Ranger dies, and rerolls another one, he will no longer have the unique aspect of the previous one. Furthermore, these unique aspects evolve and grow with a character, which often times creates within the player a desire to see where this aspect leads – just how far will it evolve.

Here is one example of how I did this in my current campaign (4th Edition for those who are curious)…

The Psion

The player of the Psion (at the time) explained that he saw his character as someone exploring his powers for the first time. He wanted to be someone who could manifest his abilities in ways outside of combat that did not stem from the power cards necessarily. He described a wandering gambler trying to hone his mental powers attempting to pick up the thoughts of others, and to try and "push" his thoughts into other's minds.

Of course, he has a power that allows him to basically do this, but he talked of it going a step further - allowing him to persuade people in a way, to get them to think something of his choosing. He understood that this kind of thing would be spotty and that for a while it could be as much of a problem for him as it could be a benefit (it might return false info, or he may end up sharing thoughts he didn’t want to share).

He liked the idea, and I was already full of ideas for the role.

Examples in play...

- In the first game, while watching someone in the forest, I let him know he was getting a sense for the thoughts of the person. He asked what he was picking up and learned that the person seemed anxious and was wondering when everyone would arrive.

- In the second game, someone in a tavern was giving him and the PC's some grief and he said out loud something I don't recall specifically, but it was something along the lines of "yea, big help", and in a very sarcastic way. So I asked him, "did you say that out loud?" and he said, "no"... so I replied, "well that was odd... you didn't say it out loud, but he seemed to hear 'something' that irritated him, and he looked around right as you thought that". So, the player understood his emotional reaction, while internal, had 'leaked' into the NPC's mind - he even said, "oops, I need to watch that".


Realistically Meaningless Actions

One of the things in life that occurs all the time but rarely makes it into movies or tv shows (or our games) are the little gestures we make, or things we say that go nowhere or have no importance to the current conversation. When we don’t include these things from time to time, it can feel like any action, no matter how small, MUST be important to the story. Otherwise, why employ it.

By bringing these aspects of life into you game you can not only add a bit of reality to your game, but you can also use it as a tool to draw attention to character aspects that will help a player with character immersion.

SIDE NOTE: I would quickly mention two shows that immediately come to mind that did things like this (focused, very briefly on things that were insignificant to the story, but gave you tiny bits of insight into their characters) – “Seinfeld” and “Rosanne”.

One example is to have an NPC call attention to something (naturally in conversation) that is part of a player’s character. It can be just about anything, and can include things the player never detailed, like a tunic, or the presence of leaves and webs on their for example...

NPC to PLAYER 1: "You have some crud on yer back my friend", he steps to your side and brushes off what appears to be a few leafs and webs, "You must have been walking through the brush."

It adds a bit of realism or life to a conversation (which is great on its own merit). More importantly, it also calls out character details that will likely illicit a response of some kind, of which the player will feel more compelled to answer from the characters point of view (in my experience) since attention was drawn to it in-game.

The great thing about this is they are easy to come up with on the fly, and done very quickly.

SIDE NOTE: Something quick like this is especially nice when the room gets quiet during a PC to NPC conversation - use it to fill those long silent moments while a PC ponders his/her next actions, etc.

Special Character Insight

I will sometimes give players insights into their environment based on their race, or class etc by drawing their attention to something that would not otherwise be noticed (generally because we feel it's not important enough to). That doesn't mean it has to be important though - much of my smaller RP interactions like these mean nothing mechanically to the game.

For example, I might tell the group as they enter a clearing in the woods…

"The cluster of trees begins to part just head of you and eventually you step into a clearing".
It's a simple descriptive statement aimed at everyone in general, but not very special.

Instead, I might translate the same information to everyone by showing it to them from the eyes of just one of the party members as well. For example, instead of the above descriptive text aimed at everyone, I may instead turn (physically turn my body) and face the Elf of the group...

"This place is as peaceful of an area as you have visited in a while. Your comfort with the natural essence around you allows you a read on the path ahead - you are quickly approaching a clearing"

This puts the player into the head of his character. He knows his character has learned this because of who he is. At this point, I think most players will feel prompted to say something - again, from their characters point of view - maybe warning the players to stop before the clearing, or maybe telling them it would be a good place to rest. Either way, there is a prompt there.

It also had the added bonus of giving that player a connection to an aspect of his character that makes him unique from the others in the group. These are things (unique aspects and attention) that I think players (including myself) really enjoy. They connect you to your character and help pull you into them. It effectively sharpens the image in your mind of your character which is great for prompting more RP from a player.

Using “Voices”

One of the things people new to RP-ing avoid most frequently is using voices for the characters. In fact, many veterans do as well. I won’t go into detail regarding the proper amounts or styles that should be used – my thinking is they are best used in moderation. Instead, I want to focus quickly on making voices work with regards to RP prompting and character immersion.

As a DM, characters not using voices (that aren’t theirs naturally) does not bother me one bit – but I do want the players to speak from their characters perspective, and by using voices myself, it’s a natural prompt for the player to respond from said perspective. When they speak from the perspective of their character, they are being further immersed in his/her reality.

For most of my NPC’s, I simply use my own voice. But there are a number of ways to give your own voice unique aspects.

Talking faster or slower than normal
Stuttering
Awkward pauses (accompanying these with eye gestures helps too… looking down for example, or even hand gestures… scratching your head or chest)

Don’t Say Uh

When you are speaking as an NPC, do not use “Uh” or “Um” unless the NPC is actually undecided or unprepared for something. This is very different than YOU, the DM being unprepared.

For example, if a player asks an NPC, “Where were you born?”, the NPC should not respond with “Uhhh… hmmm… here actually”. He knows where he was born more than likely, and if not, then that would be the answer “I’m not sure” – either way, those answers come to people immediately. When you indicate out-loud in this fashion that you are not prepared, often times players are immediately extracted from the immersion you had going. It takes some work to get back to it.

If you need a moment to think, give yourself a moment by demonstrating SOME kind of reaction while you think.

EX:

PC: “Where were you born?”
DM: The man looks at you and cocks an eyebrow as if trying to decide what it matters to you! Eventually he responds, “I was born here, what’s it to ya?”

Rewarding RP (Fate Point Cards)

Back in February I created some Fate Point Cards to hand out to my players as a reward for good role-playing. The idea of pulling Aspects from FATE into 4e was not my own, but was something I really liked. As I mentioned, getting more RP from my players is one of my primary goals.

More about the cards and how it works can be found here on EN World.


And Done.

The goal in my games is to get the players immersed in the game at hand and in their characters lives, and to remain immersed as long as possible. All games include moments of stepping in and out of this immersion, but in my experience, the longer you can stay “in” the better the game is and the more connected the players feel to their characters, their story, and what is essentially their world.

Congratulations if you made it this far, well done and thanks for reading! I hope one or more of these ideas can help you in some way with your own game.

Please feel free to share any feedback or questions about these, or even share your own tips and ideas!
 
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I like the foreground idea. So often as players, we like to take the Freudian approach by detailing a character's childhood. While this may affect a character's general outlook, it does little for directing a PrC's initial, immediate actions. Thanks!
 

I like the foreground idea. So often as players, we like to take the Freudian approach by detailing a character's childhood. While this may affect a character's general outlook, it does little for directing a PrC's initial, immediate actions. Thanks!

Yea.

That foreground information is immediately needed. The rest can come with time, and in fact leaving it a little open allows for a lot of RP wiggle room as you go. It's really cool to bring that creative process INTO the game. On top of that, some people just have a harder time than others setting up those deep, far reaching backgrounds anyway.

I kind of look at it like the bottom-up approach to world building... develop it as you go, as it is needed.

Thanks for reading through all of that - it's nice to see it provided something for you ;)

<edit> Welcome to EN World as well! </edit>
 

If you need a moment to think, give yourself a moment by demonstrating SOME kind of reaction while you think.

This tip is exactly what I do and I never thought of it as being something worth mentioning. But you're right, it is important and it does work!

My wife tends to be the one that constantly asks the most random questions to NPCs when we're playing. It will be something that is not important at all, but she'll find an NPC interesting & will want to know more about this person, even when I just created that NPC right then & there. So I'm taken by surprise a lot and I stall for time by doing pretty much what you suggested. It does help keep the roleplaying going without killing the mood.

Focusing on the background and foreground issue, I'd like to offer some more advice by adding futureground as being important....it's a word, trust me, I wouldn't say it if it wasn't a real word.

What I mean is, if a player creates a backstory, then use it. Implement some portion of the backstory into the game no matter how small of a role it plays. Even if it has nothing to do with the current adventure, it will still liven up the world and make it seem more real. Not only does this get the player of that PC more interested in the PC, the other players usually get interested in that PC also. If planned out right, it should hopefully get the PC talking and the player roleplaying. And when the other players are blind-sided by this scenario, they might even be curious enough to join in just to figure out what in the world is going on.

Here's an example of this from some recent sessions of ours:

I recently introduced a Paladin NPC who was the leader of the Cleric PCs old Holy Order (according to his History). The other players had no clue who this Paladin was, and the Cleric player was surprised to see him in game. So he enjoyed being able to discuss his history with the NPC and tell the other PCs who the guy was. And of course, my wife was intrigued and started talking to the Paladin. When I described the Paladin as having a handle-bar mustache, my wife's PC began telling him that he needs to shave that thing off or trim it down. Everyone laughed about it, tried really hard to convince him to shave it off, and he just kept explaining that women from his country find it to be a turn on and he does quite well with the ladies. We had some good roleplaying fun and then moved on with the game.

The Paladin joined the group on the current adventure, and now the Cleric has a personal friend to relate to since he's the only non chaotic PC in the group. A few sessions later, the chaotic PCs got into some mischief again that embarrassed the Cleric again, and upset the Paladin. So I had the Paladin tell my wife's PC that he'll shave off his mustache right then and there if she'll promise not to steal from a merchant again, or at least while in his presence. Focusing back on the mustache amused the group and they all got a kick out of it. This led back to another 15-20 minutes of immersed roleplaying and had absolutely nothing to do with the adventure. But it helps get people more involved with their PC and hopefully gives them a feeling for how their PC acts; which should help encourage them to roleplay thier character in the future on their own.
 

Good ideas. I need to spread some XP around before....


I like to keep the game moving at a brisk pace. if things slow down, players tend to fall out of immersion.

So I run fights at a faster pace, by talk faster, and not letting players dawdle.

If the players spend too long in the planning stage, I bring in an outside stimulus to provoke them into action. Like the guards are coming.

This affects the immersion, because when things get slow, attention drifts, and players stop paying attention. Once that happens, immersion is lost.

I also encourage speaking in character. Not necesarily with a funny accent, but to use language and mannerism the way your character would, rather than a stereotype of a modern street thug.

When I write my session material, I always try to make it directly tie into what a PC was planning on working on, or as a repercussion of what they did previously. The first sessions is hard to do that, since there's no "past material", but after the 3rd session or so, there's usually been enough to reveal a lot of great plot hooks.

The result is, I don't have to keep writing "Quests to save the Princess" adventures. Instead, I can write material to support "Jean Pierre lied about what happened at the pier, and got promoted. Now, somebody has come forward with an accusation. Will Jean Pierre's secret be revealed at the inquest?"

This gets immersion, because the game story is about the player's PC, and builds off of what decisions they made in previous games.
 

Focusing on the background and foreground issue, I'd like to offer some more advice by adding futureground as being important....it's a word, trust me, I wouldn't say it if it wasn't a real word.

What I mean is, if a player creates a backstory, then use it. Implement some portion of the backstory into the game no matter how small of a role it plays. Even if it has nothing to do with the current adventure, it will still liven up the world and make it seem more real. Not only does this get the player of that PC more interested in the PC, the other players usually get interested in that PC also. If planned out right, it should hopefully get the PC talking and the player roleplaying. And when the other players are blind-sided by this scenario, they might even be curious enough to join in just to figure out what in the world is going on.

Good advice there, thanks for sharing!

I like to keep the game moving at a brisk pace. if things slow down, players tend to fall out of immersion.

So I run fights at a faster pace, by talk faster, and not letting players dawdle.

If the players spend too long in the planning stage, I bring in an outside stimulus to provoke them into action. Like the guards are coming.

This affects the immersion, because when things get slow, attention drifts, and players stop paying attention. Once that happens, immersion is lost.

Yea, pacing is really important. Mine could be better at times for sure - it's something I'm working on... kind of... ;)

<edit> I have to spread some butter before dishing it to you guys - sorry :( </edit>
 
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Create inter-character links before play starts

I did this via randomization; i.e. players had to draw names of other players' characters out of a hat.

Each character writes a small vignitte, not too unlike the foreground idea above, although it does't need to have happened in the quite so immediate past. Then, the players who draw that characters name have to add how their character was involved.

A couple of quick examples from my recent(ish) Demons in the Mist game.
Original Story. A young Vuukran, a raw recruit of the fabled Red Legion, traveled to the frontier of the Xoth-Sarnath Empire alongside his shield-brothers to put down a secession instigated by a power hungry local governor. Double-crosses and triple-crosses alike took place as various factions within the Red Legion rebelled or sided with the separatists. While he escaped with his life after murdering the famous general who lead his battalion into certain death at the hands of co-consipirators, Vuukran's youthful ideals and patriotism were among the casualties left to die on a blood-soaked island in the Massacre at Kashalnev.

The addition by another player. Shautha had been hired by the governor to aid his secession attempt. During the almost comedic complexity of the backstabbing and double-crossing, she found herself on the side of a small contingent of the Red Legion, fighting against a much larger insurgent force. There, she met Vuukran and was impressed by his ferocity and ability to barf at the sight of blood.
The original story. Shautha is living a peaceful life in her home village when suddenly it is attacked by masked humanoids. During the battle, her rages first come to light and she travels to the nearby lowlands to learn more about her ability and find an animal guide. She also searches for the cause of the attack.

The other player's addition. It was supposed to be a simple job; get in, take out the target, wipe out the village full of filthy peasants surrounding the target, and get out. Vuukran was surprised by the young girl's ferocity, and still bears the scar she left him from neck to navel. Half an inch closer, and his days would have come to an early end.

A second player's addition. Lash is a mate on a ship that Shautha is a passenger on. He breaks up a fight between her and another passenger, and ends up striking up a friendship with the half-orc. He's secretly envious of the half-orc's ability to channel and use her anger, while Lash's anger usually controls him.

Original story Lash’s eyes narrowed as he watched dice bounce. The way they landed seems just a touch funny and they spun just a touch too long.

“Six Crowns,” his opponent drawled, “Your luck just isn’t in tonight, Hobgoblin.” Lash glanced down at his pile and realized he’d just managed to lose almost his entire share of the last haul. Lash felt the Rage begin to rise. It was a familiar feeling, one that he was trying to control, but the combination of realizing he was being cheated along with the fact he’d just lost what he’d been counting on to convince Madame di Vicenta to finance a boat made him welcome it tonight. Lash scanned the crowd marked those who were his friends and those, now obvious, who were backing the cheater. The odds were against him, but he liked long odds, it was how he got here in the first place.

“You’re right,” Lash growled, “but I feel a change coming on. Everything I have left says you can’t throw more than four Crowns again.” Cheers and jeers went up from the crowd. His opponent appeared to ponder the wager, but Lash saw the barely hidden greed behind it. The Rage was nearly at its peak, now, and Lash barely held it in check. Just a bit longer, he promised, just a bit longer and you’ll be free. Wait for it… wait.

His opponent looked up and grinned, “Ok, friend. I’ll take your money.” Lash felt sorry for him, for not seeing the Rage, but the growing Rage reached out and devoured it. Lash’s eyes turned hard as flint, and he felt his tendons creak under the strain of holding back the Rage. The crowd cheered its approval as Lash’s opponent reached for the dice cup, shook it, and let the dice fly. All eyes were on the spinning cubes of bone as they flew and twisted in air….

Another player's addition. Every caper got complicated. Lash's simple plan for an easy heist went off the rails when he started gambling with his share of the haul. Ricardo really wanted to shake the hobgoblin, but as he'd already lost his share to a woman (he'd been so certain she was a distraught noblewoman, too), he could only pitch in when the brawl broke out.

It was really just pure chance that Madame di Vicenta's favourite nephew ran afoul of the Kirov brothers, and even more pure chance that one of Lash's wild swings sent Kirov #1 onto Ricardo's blade.

The lady was pleased. The Kirov family, less so.

Every caper got complicated.
Anyway, and so on. That campaign was one of the best, most immersive roleplaying experiences I've had, in part because they had such an anchor not only to their own characters, but to each other as well. There was a complicated web of suggested relationships that predated the campaign itself, and it was fodder for all kinds of banter, background information, character development and more. I'll never run another game without going through that exercise ever again.
 
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So many helpful tips for this new DM. Great posts everyone, thanks.

I also use the Foreground aspects most days we start playing. I or a player will quickly recap where we are, etc, but then I ask each player exactly what they are doing. They've learned that they have to be very specific in their detail. Sometimes if the game break was after a particularly terrifying or deadly battle, I'll place the party around a fire, eating their dinner, and ask them to tell what the PC is quietly feeling - what fears/anxiety/hope they are pondering and keeping to themselves. I've found this is a quick way to immediately get into character again and re-start our roleplaying.
 

Create inter-character links before play starts

I did this via randomization; i.e. players had to draw names of other players' characters out of a hat.

Each character writes a small vignitte, not too unlike the foreground idea above, although it does't need to have happened in the quite so immediate past. Then, the players who draw that characters name have to add how their character was involved.

A couple of quick examples from my recent(ish) Demons in the Mist game.

That's a cool way of handling that. I have seen others who ask their players to work out their backgrounds, and then to details how they know 1 or more of the other players, but this is a more interesting way of achieving that I think - that you have to work yourself into a specific situation, etc.

Very nice, thanks for sharing Hobo!

Sometimes if the game break was after a particularly terrifying or deadly battle, I'll place the party around a fire, eating their dinner, and ask them to tell what the PC is quietly feeling - what fears/anxiety/hope they are pondering and keeping to themselves. I've found this is a quick way to immediately get into character again and re-start our roleplaying.

Nice! That sounds fun, and it seems like an interesting way to segway from combat to the more relaxed, RP-focused environment.

Hmmm... this has me thinking of some ideas... thanks for sharing ;)

<edit> Arrgh... I guess I have already given you both XP recently as well... </edit>
 
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Bookmarked. Nice.

I've recently learned to roleplay more during combat because my D&D Encounters DM is running the sessions like a boardgame.

I've come up with a combat gimmick for my Githzerai Monk, Dak. He fights with a bottle of wine in his hand. (Monk's don't need to spend their starting 100g on armor, weapons, or books, so I spent all of mine on wine bottles). His signature move is the Drunken Monkey.

When it is Dak's turn, I no longer just say "Dak uses Drunken Monkey to move next to the zombie, then attacks it" with a quick attack roll and damage roll. Instead I stay in character and say something like "I was taking a pull off the bottle when the corruption zombie hit me with that mote of corruption. That bastard's gonna pay! Stumbling into my Drunken Monkey form, I lurch through the crowd to shove the broken bottle's neck down his!" Rolls to hit and damage. Etc., etc., if I hit or miss.

Another flavor enhancer is that sometimes Dak is finishing up a bottle as combat is entered, and he'll throw it at a target as an improvised ranged attack, especially if it isn't a tactically sound move.

On paper it looks like this would slow down the game, but it actually makes 4E feel much less grindy and much more cinematic.

Having players develop in-character combat rituals (like a baseball player's superstitions, not like actual in game magic rituals), catch phrases, and personalized descriptions of what their powers actually do and look like in-game really keeps that immersion going through what can be the biggest role-playing mood-destroyer in the game.

The flavor text on a power should be treated with equal importance to the power's effects!
 

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