This. As a DM, I don't summarize the previous session for my players, I start by asking them "what happened last week?" In my experience, the players only remember the really cool, fun, or emotional parts of a session. The boring parts get forgotten, and the bad parts only come up again if they were SO bad that we all had a laugh about it.
@@MegaFrog If you are the DM you have prep work to do for next session. It should be players who recap previous sessions. Even if they all chip in and recall the adventures or NPCs they interacted with. DMs shouldn't have to do the recap along with prep encounters, settings, combat, etc
@@MegaFrog This can also be super helpful in seeing what your players think is important in the game. The stuff they bring up is also usually important to them.
Never forget the key to roleplaying; you kill someone in-game, you kill him in life. Helps everyone to really get emotional. Another good rule; if someone breaks character, break him in two
I was playing my cleric who has a sort of posh British accent. Well, I apparently had a few too many beers one night and decided to full Dwarf... Somehow, my accent went full Scottish and for the life of me, I couldn't get out of a Scottish accent no matter how much I tried. My friends and I still laugh about the night Antos went full dwarf. You never go full dwarf. Sometimes even screwing up roleplay can be hilarious and something you remember forever.
Gotta agree. Role playing games are as hard as the player makes them; if you’re relaxed and having fun, it doesn’t matter that you can’t hit that kobold to save your life. At least, that’s how I look at it.
One thing to remember when roleplaying a charatcer is that they can change over time. Nobody is stagant, so how the charatcer behaves, talks, and even acts will change. For an example, I played a Kitsune Bard who as basically rhe voice of reason and the mom freind of the party. She was soft spoken and kind. but as the game went on, she got more impatent with the party's bullshit, and her tone reflected that.
@@wh1te_duck652 exaclty. But I feel that a lot of new players are afraid to let these changes happen for the fear that they won't be the same anymore. I'm just trying to give some advice that it's okay for that to happen. Plus, there's usually sone anchor to their personality that stays constant
“As I find another synonym to call my party stupid” this was my wizard in a party of 4 where my character was the only member with an intelligence higher then 11
My DM gives us all what's called a "common sense" point (or just "common sense"), where if we vastly mess up in roleplay with saying/doing something that will needlessly jeopardize the party we can spend it to completely redo the scene, though each player only gets one use of common sense per session. While that may seem counter-intuitive from a casual perspective, with a game perspective it actually helps us with thinking through our actions because we know we only have ONE chance to redeem ourselves if we screw up a social encounter or something. It also incentivizes us to really pay attention to the story so that we don't miss something important and end up saying something stupid later (doesn't always work but hey, what can you do?).
I remember playing a chaotic good rogue, and I once intimidated this Nobel so bad, *that he literally gave away his land*. I rolled like a 19+4+3, which like, added to me sprinkling some swearing in infernal, and casting thaumaturgy, I scared that guy bad. That's chaotic good. Another time, I burnt down a building, but it was a shitty fucking church which was beating up the children who lived there
@@cleverpsyche115 another person in the party thought we should take the title. They thought that it made sense for us to take benefits. Even though I was a rogue, I was explicitly all about no money. Any money I got was sent back to my gang back in the city, and those guys further funneled it into the orphanage that we lived in. The other guy, instead thought that since his character was chaotic good, he could just, kill the noble and take his stuff, and since his actions had a passing good effect, he was acting in character. Literal fucking cringe. Hated that guy.
I'm a player (hope to DM some day) that likes to give each character something a little different or completely different. I had three drunks as characters (I have more characters, but these three had similar trait/flaws); a social party animal barbarian, a depressed loner trying to forget his past fighter, and a Drunken go with the flow Monk. I try to have each one to be treated like a actual person with different personalities, views and experiences. But I've played with people that play the same character over and over. One plays the anti-social know-it-all regardless of what they played. Always had a reason to roll for everything, if it benefited him he was all over it (meaning he often looked at the Positive effects of a spell or ruling but rarely the negatives), very lawful and by the book on Races and Classes, and often meta gamed the hell out of every encounter. the other is the opposite. They play "stupid" (low intelligent) characters every time and loves chaotic traits. These two made it so annoying to play anything because they loved teaming up. Chaotic character did something stupid, Lawful player justified it, Lawful player did something questionable, chaotic player would be lawful player's wingman. I do anything, Lawful player goes "Well the rules about....", chaotic player "Just shut up and play the game". DM doesn't help as the two of them are close friends with him so three on one pretty much.
For DMs, another good way to circumvent a weakness for roleplaying is by building good characters. Even if you can't do voice or quirks, if you narrate what a character is like, that's often enough.
I appreciate the comment you made about being a proactive part of the story rather than just reacting to it. I've been getting burnt out on dnd lately and I think that points out the reason why. I've just been reacting.
Even just a tone change of voice to dip into roleplaying works. Small steps help. Seen lots of videos giving small ideas to break through that stage fright.
I'm a longtime player and longtime part time DM. A few months ago, I finally started my very own campaign set to g with my longtime group and quickly realized how difficult to always know how any given npc will act in any given situation. Thankfully, my group is very understanding and just as helpful.
If a stage performer messes up the witches' rap and then said "Oh sorry audience, let's redo that", that would be the chillest stage performer I've ever seen, and possibly a great style of performing
I really appreciate this one because I'm only just starting to DM something more complex than a one shot and it's been really hard to figure out how to make my NPCs matter or how to differentiate them. This gives me a great list to start with!
4:17 New character idea: A witch (Warlock) who aspires to be rap artist but they are also extremely involved in the environment so they only rap about vegetables.
It says a lot that the photo (for the thumbnail) the first thing I recognized was the Power Rangers belt first then little by little I recognized the other "nods" put in there
There was a campaign we were playing in and it was just the dm and 2 players so we were allowed to play and run multiple characters. The other guy mostly focused his role playing on 1 of the characters and the other 2 were mainly utility and combat help. My 3 characters were a warforged who's whole purpose in life was to die for battle and return back to their original state (being the materials used to create him.) Being a warbot he had some PTSD so he was a barbarian and a druid. My other characters were a githyanki dragon rider and his red dragon companion. The githyanki was 14 and had been sent out to find and kill a mind flayer as a passage adulthood. While role playing that character I would accidentally shift between a British accent and an Australian accent and the others noticed. We decided that one of them would just be the dragon. We were not the good guys. Several thousand zombies were created by our hands and we stormed Baldurs Gate numerous times trying to take it over. We took over a small island, enslaving them and forcing them to build us ships that we could use to fill with explosives and crash them into the Baldur's gate harbor as we jumped out and swam around. At one point we snuck 300 zombies into the town single file through the sewers. Crazy stuff.
I often get my parties involved with NPC's which I intend for them to keep meeting repeatedly. For example in one of my games I had the party repeatedly meet up with this shady looking merchant guy who always seemed to be their to sell them goods when they needed it and it made sense for him to be there. Eventually, I fleshed out his character to explain why he was always there, and following them which was that he was actually a warlock who was informed by his patron to keep an eye on the party to see if they are a potential ally or threat leading into a side story involving said patron.
You know it's funny that you mention the word "mulligan" because I recently had to create a second character for my current campaign. His last name is "O'Mulligan".
Davvy, that fucking thumbnail, man. Power Rangers, Star Wars, Star Trek, Sailor Moon, and what looks to be an X-Men reference in there as well. Did I miss anything?
I was once so unable to come up with a good insult for my tiefling sorcerer to say that I just made his character mute, which caused some of my favorite shenanigans in any of the games I've played. Improvising rp has the potential to be hilarious
Start simple and build from basic The 11 pages of character backstory for your 8th genasi ranger that's barely more than a copy paste of your first and will likely not be nearly as cool as the backstory would have you believe isn't what will make you good at roleplay or improv. Start with the things that come easiest to you. An easy to replicate accent and a line of thinking that's easy to stay on with a simple motivation is the best stepping stone to roleplaying characters with mentalities that are much more removed from your own. (And no a character that doesn't talk much is the opposite of good roleplaying practice) Also don't be a afraid of letting your character change into something from what you originally envisioned them being I played a character modeled after Nightwing and ended up with something closer to sokka and I still had a blast
@@NothingYouHaventReadBefore It was pretty nice! Thank you for your interest Doing voices is sooo hard though hahah, and due to technical problems a player had to leave early, but it was still pretty enjoyable The previously stoic druid orc is now sassy lmao
Well fuck me... I always felt very comfortable taking the stage, oftentimes acting as the comedic relief. I had no anxiety. Until you came along - now I'm terrified that I'm an Adam Sandler instead of Sam Riegel. Curses upon your house CHAPPYYYYYYY!!
I have a hard time doing super serious characters, in the last session I played my character was feeling pretty angry over some comments made about them, but me as a player is a giggly bitch and couldn't stop laughing at the jokes the other players made
Any advice when your longterm goal is accomplished? My DM liked my backstory, so he incorporated it into the main story and had my old gang be the bad guys for a good few chapters of the story. Once they were defeated, I was free, and obviously I wanted to stay with the party but now my character just stays with them because they became family and to keep them safe, not for a specific reason. Any thoughts on how to make a new long term goal once your original is completed?
Have your new long-term goal be the same as some else's now! They helped you complete your thing so why shouldn't your new goal be to help them with theirs! In essence just like steal someone else's lol but for like a good reason
One thing actually like to do with my high charisma characters is role-play them as low charisma characters. Examples include a bar that sucks at singing, swashbuckler rogue that's a coward.
I actually dissagree with the "stay away from being a DM if you have stagefright" take, because i have severe stage fright, and being a dm for friends has helped me ALOT in that regard. Not saying it will work on everyone, but it might be an option to consider.
Why does every image you use have a stock watermark? This is actual copyright infringement. And they don't even overcharge people. Which is the exact opposite for when people review music or use samples for educational purposes. It would be totally legal, but they get copyright claimed like crazy.
My major problem is that all my accent always slowly devolve into Stereotype prim proper British if I talk for long enough because accents are something I have to focus on and trying to focus on maintaining the right accent while pushing the story forward... yeah.
Goals aren't likely going to be that important. Pretty much you're goal is going to be to kill monsters/accumulate coins or else your goals are going to be a problem rather than an asset. Have a sense of who your character is and what things they'd want but don't create this whole story that needs fulfillment unless you work that out with your GM to not have your plan clash with the game. Quirks are currency in RP, not the 50% beans thing but the often simple mannerisms, like a tell when you're deceiving people or a phrase your character is especially fond of, have a superstition your character is particular about or be genuinely terrified of an unlikely scenario. Think about where these quirks come from, because if you present them well, people will want to know what that's about and those kinds of revelations are great moments in roleplay "My mother was possessed by a demon, seeing someone I was dependent on just vanish inside of her body and be replaced with a sadistic torturer.. it was hell. I'm sorry I overreacted when you started speaking in that strange voice.. it.. it's just something I never got over."
Important to note for new DMs: Doing a funny voice or crazy mannerisms isn't roleplay. Sure it's fun and can add alot to the game if you can pull it off well but it's not roleplaying. Roleplaying involves thinking as the NPC, making decisions based on their personality, goals and ideals, you can roleplay speaking in third person the whole time and create an awesome game experience! But if you do wanna do the silly voices (can't blame ya, it's fun) don't worry that you suck in the beginning, everyone does unless you're a pro voice actor lol. Your players will be happy you're Dming at all (and odds are, if they're your friends they've never played dnd so anything you do will be impressive as hell anyways xD)
Yeah, I really hate RP'ing, and I am pretty sure I just use CR to get my fill. But I do also DM, at times, so I am careful to tell them that I do not RP before we start the game. Or at least not a lot. I don't mind leaning back when others I play with do it, and I do encourage it between my players. But I also have a low tolerance to cringe. Which is a lot harder to manage when I am the DM and sorta have to actively listen to what they say.
If you are making meaningful decisions as your character that differs from what you (the player) would do. Then you're roleplaying. Roleplaying has NOTHING to do with speaking 'in character' or putting on a funny voice or a flamboyant accent. Knowing what makes your character a three dimensional being and have them act accordingly. Is roleplaying. I've been at tables where people demanded others to 'speak in character' and that anything that wasn't 'in character' was metagaming. That is gatekeeping BS born from idealizing the most toxic aspects of this hobby. Play the game. Have fun. And don't worry about 'performing a character' for the others. D&D isn't a performance. It's a game.
Yo Davvy I respect your opinion but honestly at the end of the day it sounds like you just telling people to coddle each other and just bend the rules so there's no hurt feelings people shouldn't put their self too much into a game DND literally just got out of the Dark Ages of the Public's view as a unhealthy infatuation of fantasies that supersedes one's personal reality