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Monday, May 10, 2010

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Make the dead NPCs have vital information memorized, they obviously won't be able to be questioned after being killed. Maybe the obvious enemy squad leader is not the one with the passcode into the enemy base because the rebels have a tendency to shoot the obvious leaders (a la Patriot).

Maybe the NPCs were not the enemy and the PCs just killed their only potential allies.

Make the enemies are too dangerous to attack and don't hesitate to grease one or two players or even the entire party. But never make it seem like you are simply out to get them. Life is not nicely arranged into dungeons of various levels (all level 1 monsters to the top!).

Lastly, make the PCs the bad guys for fighting: The king decides that any fighting within 10 miles of any town is punishable by 5 years in the salt mines. In modern and Sci- fi games this is even easier. The police tend not to care who was at fault when there is gunplay. Everyone gets thrown in jail and the courts settle it a couple of months/years down the road, assuming you have an honest justice system. In jail you are a sitting target for your enemies.

The hard part is keeping the players from thinking you are out to get them.

From: Stephanie P.

Hey,

I've been GM'ing for over 17 years, and I've often been faced with those people who were comfortable in a combat frame of mind. Before I bring out my tips to lure them into a role-playing space, I will preface this by saying that if someone *really* doesn't want to role-play they won't, but it can be encouraged. So, here are my tips:
Start with Combat. If the players like combat, this is where to begin adding roleplaying. This could be as simple as putting the combats in dramatic situations--like on top of a moving train or on a rickety bridge. This will probably have your players come up with more interesting options that--"I hit the guy."

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