gedweyignasia wrote: ↑Mon Jan 20, 2020 9:43 pm
What kind of mechanics provide good RP opportunities for Type 2 roleplayers? What makes it easier or harder to develop your character in a dungeon? What sort of circumstances have led to really good RP experiences, and how did fate conspire to create those circumstances?
1)What kind of mechanics provide good opportunities for Type 2 roleplayers?
I think one of the things that always leads to RP is anything that kind of slows down the killing and running.
Often it's when all wait for the rogue type to unlock the chest or disarm a trap. That aren't the only possibilities for that though. I think as Steve already mentioned the option to loot is a good incentive so spreading chests out in a dungeon instead of having this one spot with multiple cheats rather have them spread.
Now on to what else could further RP, riddles would be one or generaly obstacles. Those that would allow to get through clever choice of dialogue options, could also get extra answers depending on certain skills, if a threshold is hit you'd get this other option that guarantees a sucess in the part of the riddle, maybe offer multiple options in terms of skills, maybe even ability scores to dunno push the boulder instead of finding the right switch or whatever.
Then something that could force a slow down would be if one could randomise the order in which the possible answers are given, might sound stupid but would somewhat force a slow down... Might be unpopular but dunno I like the idea XD.
Generally more skill checks, dialogue options to get into a certain area of a dungeon and the like would be cool. I was in some cave that had a locked door I simply could not open no matter how... I still wonder what's behind it and I'll take a bunch of people to go there once I have a good RP idea to go alomg with it

. A cave in the troll hills if anyone is wondering

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2) What makes it easier or harder to develop your character in a dungeon?
I kind of explained what makes it easier, in my opinion anyways, in the first part and have some other ideas in the third part. So I'll focus on the negatives here.
To me it's lack of interaction with things generally that makes people kinda run from chest to chest, monster to monster.
The mentioned encounters would help. The duergar compound has some of these elements I think. Maybe one could make these encounters even slightly harder or specific due to creating mixed groups for them.
Maybe give players a fair warning like it's done before the purples come or in certain areas where you get warned for entering them.
Giving the groups some kind of text they yell when attacking or maybe some kind of dialogue before it comes to the fight could be a thing though I guess that would be tricky due to possible abuse.
Could be cool too though, if you had enough spot you might already see the hidden ambush or not if you didn't XD.
Giving these encounters more meaning would also allow the players to discuss the happenings... Probably one would need different dialogues randomly chosen to make this more interesting in the long run which makes it more work if course but maybe all the more rewarding considering how long these areas might be around.
I'd also offer my help for dialogues and surely others would as well.
Okay that was way too positive in opposition to what I said initially...
So negative... The random spawns lead to people running off to kill the next singular creature that is attacking them or may just be visible from afar. That always interrupts.
3)I think for character development it's lore related things, for a scholar type like my character I love the books, finding books on the netherese in a netherese ruin that gives the character knowledge that otherwise might be somewhat meta gamey to know about is pretty cool.
Wonder if one could add certain items like shields, weapons or armors or different utility type of equipment to have a higher chance of dropping in a dungeon so that the drops could be themed around the location.
Now I know this sounds a bit WoW style but I do think that it has some merit giving a dwarven to find a weapon of his ancestors might be a neat little gadget and the power would not necessarily have to all to great, infact it could be very low, or if one wanted to go with the WoW approach, vary... Not sure how possible that is and what others thing about it.
Sorry Zael no TLDR this time XD
I hope I got some good points
@krighaur Come to the UD, I can't promise you the ear of the DMs but we have a bunch of people down here with a very high activity that will allow you to RP with them. A very open bunch of people.
Maybe we are fewer than there are in the surface but the level of activity of those around is high to extremely high. Which is in my opinion an extremely important factor to be able to establish relationships and with those RP possibilities.
Cheers K'yon