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	<title>Comments on: DM Your Way To Better Roleplaying</title>
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	<link>http://www.stupidranger.com/2009/07/dm-your-way-to-better-roleplaying.php</link>
	<description>Never Adventure Alone</description>
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		<title>By: Pingwin</title>
		<link>http://www.stupidranger.com/2009/07/dm-your-way-to-better-roleplaying.php/comment-page-1#comment-3408</link>
		<dc:creator>Pingwin</dc:creator>
		<pubDate>Fri, 11 Sep 2009 13:57:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/?p=561#comment-3408</guid>
		<description>Best way I&#039;d say would be to have the quest pivot around non-combat decisions that need to be played out. As soon as players notice their non-combat actions have more impact on the game world then their combat powers they will find it very tempting not to fight.

It helps to make quests les black/white. A village suffering from a lich in a nearby tower begs for a hackfest. A village suffering from a count in a mansion, who is acting within legal limits but obvious exploiting his power, is a situation were hacking makes things worse. If the players kill the count the Baron will punish the village for hiring assasins and hunt down the players too. 

How are players going to solve such a problem with combat? If the answer is &#039;not&#039; then you are effectively forcing them to roleplay.</description>
		<content:encoded><![CDATA[<p>Best way I&#8217;d say would be to have the quest pivot around non-combat decisions that need to be played out. As soon as players notice their non-combat actions have more impact on the game world then their combat powers they will find it very tempting not to fight.</p>
<p>It helps to make quests les black/white. A village suffering from a lich in a nearby tower begs for a hackfest. A village suffering from a count in a mansion, who is acting within legal limits but obvious exploiting his power, is a situation were hacking makes things worse. If the players kill the count the Baron will punish the village for hiring assasins and hunt down the players too. </p>
<p>How are players going to solve such a problem with combat? If the answer is &#8216;not&#8217; then you are effectively forcing them to roleplay.</p>
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		<title>By: Jared McFarland</title>
		<link>http://www.stupidranger.com/2009/07/dm-your-way-to-better-roleplaying.php/comment-page-1#comment-3253</link>
		<dc:creator>Jared McFarland</dc:creator>
		<pubDate>Thu, 16 Jul 2009 23:06:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/?p=561#comment-3253</guid>
		<description>Sweet!  I took your advice and offered rewards to players that can develop especially good back stories, and I&#039;ll be implementing a hero point system for creative thinking and roleplaying (not sure if I read about that here or elsewhere).  

Thanks for the response!  I&#039;ll give these suggestions a try and see where I get [=</description>
		<content:encoded><![CDATA[<p>Sweet!  I took your advice and offered rewards to players that can develop especially good back stories, and I&#8217;ll be implementing a hero point system for creative thinking and roleplaying (not sure if I read about that here or elsewhere).  </p>
<p>Thanks for the response!  I&#8217;ll give these suggestions a try and see where I get [=</p>
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