The DM’s Call: Roleplaying Responsibility
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Recently here at RoleplayingPro we’ve engaged in a few lengthy discussions revolving around roleplaying. I know that’s really not too surprising given the title of this blog. Specifically though, we have been discussing encouraging roleplaying at the table. On one thread we were mostly focused on rules, and specific games and whether or not they promoted roleplaying. Overall the discussion was interesting and well written, and the participants articulate and well mannered. Thanks to all.
But while reading through the thread I began seeing an underlying theme amongst many of the comments. The theme touched upon was that of the DM’s responsibility toward promoting and encouraging roleplaying. Although the focus of the discussion was rules, more than one commenter mentioned having a DM who either; brought out creativity and roleplaying or shut it down when players attempted to do more roleplaying. This got me thinking about the role of the Dungeon Master, and the players for that matter, in fostering an environment that is conducive to roleplaying.
All of us who participate in RPG’s have some ides and assumptions about the responsibilities of the gamemaster. Many of these things are pretty obvious; you need fairly strong rules knowledge, a solid grasp of the setting, and good descriptive communication skills. Less obvious, but no less important is being prepared, staying flexible, and making each player feel important. Other factors that come in to play but are sometimes overlooked (especially among beginner GM’s) include; having an understanding of story and plot structure, game and campaign pacing, and the ability to weave the characters into the story and the story into the characters. All of these factors contribute to successful gamemastering.
Players too have certain responsibilities; knowing how their character works (rules-wise), coming to the table prepared, and paying attention while gaming. You could also add that players should be cooperative with each other and the GM, have an understanding of the rules and setting, and be motivated to play the game. These traits, combined with a good relationship between the players and the GM go along way to creating a good gaming environment. Additionally there are a few things that both sides of the screen can do, to not only make a better gaming experience, but to also encourage more roleplaying all around.
Tips for Gamemasters
For many players the death of roleplaying occurs when the GM fails to be open and flexible. One of the primary reasons people enjoy RPG’s is the freedom to do “whatever they want” with their character. Granted, it’s difficult to be so open that the players could truly do “anything” but the key is help maintain the illusion while keeping them engaged with the story. So how do you maintain the illusion of limitless options and character free-will? Here are a few things the GM can do to help set the stage for roleplaying to flourish.
Set the roleplaying tone.
- Ultimately the GM needs to set the tone for roleplaying at the table. When the GM puts effort into colorful descriptions, intricate plot lines, and realistic NPC’s players begin to respond in kind. If the GM ignores detail (it’s just a typical village) or only provides detail for things directly related to his plot, players start ignoring the world and focusing on simply grinding through the story. If the DM doesn’t seem to care enough to paint a vivid, living picture of the world, why should the players do that with their characters?
Prepare a “Grab Bag”.
- This contributes directly to being flexible. To avoid players feeling “railroaded” the GM has to be ready to adjust and respond when players open an unexpected door. Since you can’t possibly anticipate every possible thing the characters might do, create a grab bag of options and responses that can easily be plugged into whatever the characters do. My grab bag includes the following:
- List of random names for things: people, places, historical events, holidays, temples, inns, towns, groups etc. Naming things not only builds realism and adds detail to the campaign but builds player interest in the world around them, giving them things to focus on other than treasure and leveling-up.
- Several interesting NPC’s each with a possible adventure hook or two. Cool NPC’s involved in their own lives and adventures also builds realism and detail. I’ve found that players love social encounters with “interesting” people.
- Several “random encounters”. I always have prepared at least one ambush, bar fight, street crime, chase scene, roaming beast, assassination attempt, and angry mob encounter ready to go. Sometimes I’ll connect the encounter to the plot, sometimes to one of the characters personally, and sometimes its just random.
- A bullet-point list of each character’s history, background, and goals. It’s a perfect opportunity to tie the character into the story by focusing on some personal hook when the characters move in an unexpected direction.
Let the players contribute.
- Don’t be afraid to let the characters participate in world and story creation. I encourage my players to add detail to the world as we play. For example, when the heroes ride into town maybe one of the players says; “My cousin lives here”. The player might even give me a name an occupation for the cousin. Not only does this give me a possible hook to work with but it gives the players a sense of “campaign ownership”, they become more invested in the story and setting, not just their character sheet.
- That being said I do draw the line at a player crossing the boundary between roleplaying element and game rule. It’s fine for a player to tell me his cousin Arnnan is the village blacksmith, but it’s something altogether different to also tell me that his cousin will give him a 90% discount on all weapons and armor and his blades are inherently +2 due to quality. I’m fine with asking about a discount but you never know, maybe his cousin thinks that his “big, famous adventurer cousin” could throw a little cash his way.
Don’t be a slave to your own story.
- This is one that has taken me years to get my head around. It’s all too easy for a GM to fall in love with his creation, be it the setting, certain NPC’s, or the finely crafted story he has created. The problem is that the more we focus on our preconceived notion of how the story should go, and what should happen, the less we focus on the players and their characters. As GM’s we sometimes become victims to our own creation. Instead of reacting to the players decisions and evolving the campaign story based on their choices and actions we may find ourselves “railroading” them along our story, not theirs. When players start feeling like their decisions have no actual impact on the story, many will simply shift into “I’m along for the ride” mode. A player who is just hanging out watching the GM tell a story isn’t going to participate much in roleplaying.
Tips for Players
Players also contribute significantly to the roleplaying environment. Here are a few things that players can do, not just for their own character, but for the gaming group as a whole that help create an atmosphere for roleplaying.
Get to know the setting.
- Setting knowledge can be a huge help in roleplaying a character. The character most likely has a solid understanding of many of the setting’s elements such as; gods and religion, the major power groups, people and culture (especially their own), local geography and weather, and significant historical events. A player should also strive for some basic knowledge about the setting. Word of warning though, what a character “knows” could always be false, misleading, or completely opposite of “reality”. Even in a published setting the GM may change some details. Regardless, a player should never hesitate to ask the GM for a general outline of things his character would know about the world around him. And don’t be afraid to use that information in creative ways.
Create hooks for the GM.
- Currently here at RoleplayingPro I’m in the middle of a multi-part series on designing more memorable characters. The key element of the series lies in the creating of interesting character hooks. When a player creates good hooks it not only makes the character more realistic and complex but also gives the GM things to use to help weave the character into the story. Creating a good background, interesting quirks, and complex motivations for a character are some great roleplaying elements. Work with the GM to help create opportunities for these elements to surface during the game.
Think “in character”.
- This is a fundamental element to roleplaying but is worth reminding ourselves of from time to time. Remember what you, the player knows, is different then what you, the character knows. Sure there is always going to be a little metagaming crossover but try to see the world through the character’s eyes. This is why having an understanding of the character’s motivations, ethics, and personality can be so useful in portraying the character. Even though I DM more than play I still think about the world through the eyes of the NPC’s, what are their goals, how are they going to succeed, what do they know.
Involve your character.
- I like to encourage players to get involved in the campaign. What I mean is for the players to take an active part in telling their character’s personal story, while simultaneously participating in the campaign’s story. This is a balancing act between the GM’s story and each of the characters’ stories and requires trust and cooperation between everyone at the table. As a player look for opportunities to weave your character’s goals into the party’s goals and the GM’s goals. In my campaign the players who seem most satisfied with the experience are the ones who talk to me away from the table about their character’s involvement with the story and the world around them.
As always the most important thing to remember is that playing an RPG is a collaborative effort. Each of us at the table has a responsibility to help make the game enjoyable for the rest of the group as well as ourselves. The fundamental keys to achieving this are cooperation, communication, and trust between the players and the GM. Regardless of preferences and play styles it takes a group of people (the players and GM) working toward the same end (having fun) to make the game a great experience for everyone.





August 12, 2009 at 12:14 pm
Well said.
August 12, 2009 at 2:55 pm
Well laid out article but I’d like to expand on a few points if I may.
The ‘Grab Bag’ is critical for maintaining flexibility. A list of names for NPCs, towns, places and objects is a great tool for building a theme without over planning the session. I use a program from nbos software called Inspiration Pad Pro 2 (http://www.nbos.com/) to make random lists of names, treasures, descriptions, NPC stats, etc. I also find it helpful to have a few tiny dungeons or maps ready to go to fill in details for side-quests. I don’t have the time to create a stack of small villages every week to populate my stories, but there are tools online to help. The folks at Myth-Weavers have an updated version of Jamis Buck’s dungeon generator that is very helpful (http://www.myth-weavers.com/generate_dungeon.php).
Of course, it’s also nice to add a few props, pictures, and extras to expand the game too. With Halloween coming up you can find all kinds of fantasy and high tech props to spice up your games. Describing the warlord’s weapon is one thing, but passing around a picture of a wicked looking sword or even a life-size version, will really get your players talking about not only defeating the warlord, but they may begin plotting on how to use the blade after the fight. Props can also be helpful for roleplaying by having the player show how their character is holding an object, demonstrate how they interact with an NPC, or as a prop in a character’s speech.
In my games I am always careful to relate information to the players from their perspective or from their interaction with the NPCs. It is difficult to backtrack if the GM said something, but it’s easy to cast doubt on information if it came from a discussion with a shift character. This leaves the players to make up their own minds on what is true and false.
It’s always a challenge as a GM to get players involved who don’t value roleplaying. It is important for beginning GMs and players to understand that you cannot play a character unless you understand them; you have to be able to relate to the character in some way to play that character. The old acting cliché “What’s my motivation” is important for any character, player characters and NPCs. For some players I find it takes an incentive to coax them into thinking from their character’s perspective. If this doesn’t work, I am not above resorting to emotionally manipulating the player into taking more of an interest in the welfare of their character. For example if you know a player hates insects, begin throwing in more settings, descriptions, and scenarios with insects. Soon their character will develop the player’s hate of insects and begin acting on that hatred or fear. If you get the player interested in the welfare of their character, they usually become more involved in the game.
August 12, 2009 at 3:10 pm
@ SirGryphon: Fantastic points. Thanks for sharing a couple of excellent links and resources with the rest of us. Your point about “What’s my motivation?”, is spot on. It’s difficult to portray a role if you have no understanding of who the character is and how he thinks.
Once again, thanks for sharing several excellent points.
August 12, 2009 at 6:00 pm
I think another good thing to add to the grab bag are throwbacks to characters that have already been met. For example, meeting the cousin of the mayor of the next town over that you saved from goblins, well that’s probably going to interest the players a lot. New character intros can sometimes be awkward, but you’ve practically got half the intro done for you if the new NPC is related to someone they already know. Or at least, the PCs might think that way, which allows you to have some fun with the differences.
August 12, 2009 at 6:30 pm
@ Wyatt: Good thinking. One of the things I do in my campaign is included plenty of NPC’s that have the potential to be PC’s someday if, gods forbid, a character dies. It makes intruducing the new PC much smoother and more beleivable.
August 12, 2009 at 9:32 pm
A player can help their DM and group by paying attention to the players at the table. Sometimes I can see the DM has his hands full doing all things that John just listed. I have the time to sit back and watch the people around the table. Since they are all my friends, I feel that I can gauge their mood fairly well. I may pick up on someone starting to feel disconnected or distracted. Attempt to direct the spotlight to that player to get him/her involved again. A good way to accomplish this is through side-plots and story. Even a character-to-character comment (or snarky remark, if you are a snotty little runt of a wizard) is enough to start to draw the person in again. I feel that every person at the table has the shared responsibility for keeping everyone else involved.
Everyone has off nights. I remember specific times where I was out of it and some interplay from the others players picked me up.
August 13, 2009 at 6:27 pm
“Involve your character”
For the storytelling aspect of our hobby, this is key. If you never attempt to involve your character with either their own story or the GM’s story, its hard for others at the table to find interest in that character or to care what happens to them.
When I’ve seen players who fail to connect their character to the story, they often tend to get bored with their charcter and fail to care whether he lives or dies. They shrug their shoulders and start rolling up their next character who will ultimately suffer the same fate. Instead of having a charcter who has gone through trials and difficulties and emerged a hero (or died a tragic, heart-wrenching death that saddened everyone at the table because their friend would be missed), that player has a series of one-shot guest stars that may have a couple of interesting scenes, but no compelling story to speak of. Or care about.
@Andy: Having been at the receiving end of some of said snarky remarks from Cini, Dayereth says thanks.
August 16, 2009 at 6:36 am
The lack of detail leads to ignoring the world around you. Well said and I’ve seen it happen. Not only that, it is very annoying for the player as well. I.e. in our group we run the game with multiple DM’s and when it is time to for a gaming session where you’re the player, you feel easily disappointed and frustrated. DM hasn’t delivered what he is expected to deliver and the focus is lost. The concept of “Grab Bag” is not only good idea, it is more or less essential!
I’ve always been a great friend of The Ten-Minute Background (http://forums.gleemax.com/showthread.php?t=1036571) since it helps me as a DM to involve player character’s personal goals to the main storyline. It doesn’t require much from the players and gives DM the tools to involve the players.
August 19, 2009 at 7:34 am
For players I would add: “Know your character.” While it seems pretty obvious as they’re the ones who create them, many players often have a strong character concept but completely deviate from it when it no longer suits them (ex: the peaceful arcane librarian who suddenly decides to engage in battlefield executions for no discernible reason).
On a similar token, for GMs, I would add: “Hold players responsible for the actions of their characters.” If you’re playing a game that utilizes an alignment system and the PC suddenly flips from Lawful Good to Evil in behavior they should be penalized. For the sake of simplicity as I’m running my first D&D game, I told my players they could only choose alignments running from Lawful Good to Unaligned. I also informed them if they began behaving in an Evil fashion their PC would be removed from the game and turned into an NPC. To me “evil when it suits me” is lazy role-playing.