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There have been times when he missed tips, since he doesn't always think of the NPCs in his background. This only creates more enjoyment when he realizes this later on, when it is too late to explore it.
From: Chris C.
In response to the question posted in the latest issue of "Roleplaying Tips Weekly" about discouraging or at least minimizing "shoot first" roleplaying, I have a couple ideas that have worked for me with my groups (most of my experience has been with Shadowrun, but these tricks should work in most any game):
Make it painful to do so: This is not my preferred method, since if you overdo it you end up simply punishing a player for their playing style. However, it can sometimes be useful: making the consequences of shoot-first gaming obviously unpleasant (being arrested for terrorism, ticking off the mob, etc.) and apparent to the gamers might get them to ease back. A slight modification of this method would be to let the players see the results of the violence- -assuming the players are adults, be graphic. The aftermath of a gun battle should be pretty horrific.
Make it difficult to do so: give them a bunch of obstacles or complications that would dissuade them from kicking in the door and holding down the trigger. For instance, if the characters have to kidnap somebody, put a bunch of innocent civilians in the way. Or, if they need to "liberate" some artifact, make it extremely delicate.
Sometimes, I've found that it helps to encourage a bit of conflict between characters so that they end up keeping each other in check. Often you can end up with a team leader who the other characters follow pretty much without question-- especially if the team leader is a shooter and the others are less combat-oriented characters. It might be useful, however, to get them to ask why the plan is just to kick down the door. It also might let them show off some of their unique abilities.
As a last resort, you might straight-out ask the player why they're doing what they're doing, although it's a big step out of character. It may reveal that the player is having a problem, such as not knowing what else to do or being frustrated with the game.
From: Orren
This is not my tip, but one that a DM used in a game I was playing in. He gave a percentage of experience bonus for good roleplaying. The percentage ranged from 0-10%. This also was a percentage of the total experience points of the character, not just for that game session. So if you have a bunch of good roleplaying, then that bonus could easily exceed the experience for the combat.
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From: Dan W.
To answer your call for ideas on how to steer a group away from hack-n-slash toward RPing: The obvious one is to penalize the shoot-first-ask-questions-later behavior.
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