"Player: That's not what my character would do" DM: Well, it's just as well *that* character's not coming on this adventure then. So, who did you want to play?
At least, if you play with your DM for the first time (for example online through pandemic), please do not do this. The DM work is not simple, go adventerous party characters. You do not need to go necessairly the totally adventerous type, but help the DM here.
@@pompoz1202 I don't think you even have to have an adventurer to be part of the party. They could have a goal that they are after (ex. child was kidnapped, family needs money, wife is sick and needs a rare herb to be healed, seeking a powerful wizard to cast Wish for them and bring a loved one back from the dead) or something driving them to join the party (their god told them to help and they don't know why, their patron wants them to spy on the party). It's about how you look at the motivation as the player. Almost any motivation can be tweaked to have the characters party up.
My son's Barbarian has a default response to an uncertain situation: "I throw a rock at it." My daughter's Bard wrote a song about sleeping with her head in a bell. They are learning to have fun with their characters.
My barbarian, a fat little gnome with 8 Charisma and 4 Wisdom, was teased by the kids at the wizard college, before she ran away to become a barbarian. They made up a song and sang it whenever she passed by. It's "Roly Poly" from Doris Day's movie "Pillow Talk," with the pronouns changed to be about a woman, instead of a man, and the way THEY sang it at her, it was not about "With my Roly Poly Baby, I'm satisfied," but more a lot of fat jokes and taunting. But Parsnip, with her 4 Wisdom, thought they were her friends, and wrote it to please her, and she embraced the song, completely. She did "change a few of the words they wrote, because they just didn't make any sense. Some of those things they wrote are just impossible!" and now it is the jolly love song of the movie, but applied to a woman, instead of a man. This is her theme song, to sing while traveling, or to cheer her up while she is sad, or to bolster her courage, when she is afraid.
I’m very glad that you two addressed the idea that you don’t have to actually yell, act or talk in accents to roleplay a character. I’ve seen dungeon masters at public events make new players yell ridiculously, to activate their barbarian’s rage. I’ve had dungeon masters insist I figure out puzzles and technical problems that I have no real world knowledge of, even remotely, while the DM ignored that my character was designed to have that skill and solve it. I am not my character. I should not have to be able to disable a bomb in real life, to play a character that can. That’s as ridiculous as expecting me to cast real lightning bolts to play a wizard.
As a DM, I bought a few puzzles to give to the players, just for some hands-on fun, but if they can't solve it within a few minutes, they can roll for it. I'll encourage the bard to sing, but by no means is it required. I also won't require anyone to dance, if they say, "I dance." As for rage, my barbarian, with the 16 Intelligence, would say, "Tactically speaking, this seems like a logical time to rage. Rawr." But when she's REALLY angry, and actually enraged, she will yell and scream, and completely forget to take the Rage bonus action. Because she's too enraged to think clearly.
I think it depends on the type of game you are playing. Honestly, as a DM, I think the way it goes with skills in DnD what actually ends up happening is just creating extra work for the GM. Who will often also have to sort of play the game for the players.
This is fantastic. I don't consider myself good at acting or voices etc but if the mood hits on a certain character I like to attempt it and push my comfort level. But more then anything I try to get into my characters personality and make decisions accordingly. It was also a nice reminder to hear them say don't judge others and try to be supportive and have a positive attitude. Out if all the things they said that in my opinion was the most important. That is what will lead to having the most fun at the table.
As a DM, I often give my important NPCs the personalities of people I know, but that my players do not. Old friends, family members, people from current or former jobs, etc. This way, I find it easier to know how these NPCs will respond to what the players do or say, because I have first hand knowledge of their personalities.
Oh, wow. Great idea! I now have to make one of the NPC's begin every sentence with "Again," as if he's repeating himself, even though it's the first time he's said that thing. ESPECIALLY if it's the first time he's said that thing, and he's giving you instructions on a thing he knows you've never encountered before. He's a good guy, but that particular quirk made him very annoying, when he was training one on a new technique for work.
@@CeruleanMirage Thank you. She is also a librarian, a Lore bard with plans to dip into Knowledge cleric. She also got stoned by a cockatrice one time and was a statue fixed in a dramatic faint, which at one point I said "if you look at matilda's statue at the right angle, it looks like she is giving a dainty, polite wave".
A great quirk, I might borrow that. After like 17 years, I'm looking forward to finally playing a Kobold Bard inspired by Deekin Scalesinger from Neverwinter Nights with that new UA release. Writing an epic tale on our exploits while being a charming weird little dragon guy for the sake of pioneering a change to the public perception on Kobolds sounds like a lot of fun.
Right? As much as I do put on a voice for my characters, as soon as another player says they weren't "expecting" that, I assure them there's nothing wrong with not doing that. I currently play in a small group where each of us just roleplays completely differently.
I’m playing a tortle in one of my games. I put on a deep, slow, Eeyore-like voice when we first started. While I do think it added something to the character, and other players seemed to like it, it got old for me pretty quick.
If you're going to create a character, have the foresight to create something you can really invest in and delve deep into for months to years. You're roleplaying. Play the role.
@@kev_whatev I've already decided to give my barbarian a lisp, but since it's a mannerism, and not a physical lisp, she may, over time, learn to let it go. Yay, character growth, while making my role-playing easier.
It definitely isn't necessary, but it can really add flavour. As an example, I played a Geonosian in a Star Wars campaign that lasted over a year. In addition to a raspy, creaky voice, I made a lot of clicking noises in between words. It really set the character apart.
With regards to motivation to join the adventure, one example of a reluctant adventurer was my very first character, who was a bartender. The party met in the tavern and got the story hook there, left without paying their tab, so my character tagged along to make sure they succeeded so they could pay their tab (and he made some friends along the way).
The whole "mash up existing characters you like" is totally something I do. I'm currently playing an Oathbreaker paladin and I described her to my DM as "What if Brienne of Tarth gave up and became The Lich King"
Agree 100%. My teenage Goliath barbarian is a mash-up of 2 anime characters, Inosuke and Goblin Slayer. No need to reinvent the wheel if I can have fun playing within a set framework, is how I see it.
I play a half elf cleric princess named Zelda Alagondar in my group’s Curse of Strahd campaign. This character was inspired by princess Zelda from the Legend of Zelda game series as well as Sansa Stark from Game of Thrones and the Royal Priesthood spoken of in the Bible. I also subconsciously incorporated aspects of the Bride of Christ in there. Over time she became her own character. During the campaign Strahd killed most of her family, endangered her kingdom (Neverwinter), toyed with the party, etc. We are almost done with the campaign now and my character is not the naive princess she was before. She has learned to be more active even if that means doing something dangerous or stupid. She has learned to not be so trusting and much more. One PC even taught my character how to follow her heart instead of duty or logic and it led to the two (Zelda Alagondar and Alexander Von Roeyen-Zarovich) having a wholesome forbidden romance in the story. Additionally I taught a few party members things as well. Overall, our party has become friends as a result of this horrific adventure.
I once played a one-shot with a guy who rolled a Samurai who started the game avoiding the first combat, instead choosing to meditate upon how awesome he was. At every fork in the road he would insist on going down the opposite path to the rest of us. It was torture.
Could be cool if the Samurai's initial opening to the campaign is him getting his delusions of grandeur absolutely shattered, and now his arc is picking up the pieces of his esteem while simultaneously earning the skills that match his prior ego.
As a DM, my players are free to not follow the rest of the party to the adventure. If they don't want to adventure, they're free to stay behind. Just don't be surprised when your character doesn't have anything to do. It happened once that the party was walking to the town's village center to do combat with the BBEG. The druid decided that with the combat going down, it would be the perfect time to steal some loot. In this small fishing village. With a population of less than 200. Anyways, they ended up exploring empty houses while the rest of the party had a badass encounter and fought/defeated the boss. So imagine my surprise later when this player later told me they were upset with me because I didn't let them participate in the combat encounter. The combat encounter lasted maybe 8 rounds? They argued that it was plenty enough time to hear the combat and run to the town center, which was decidedly far away from her position at the outskirts. Certainly more than the 640 ft of movement her maximum movement+dash would have gotten her, assuming she immediately knew what was happening the second it started. Which she wouldn't have. Because obviously. But I digress. That player is not at my table any longer.
Familiars are great. During one campaign our DM would place random low level items and potions in the pack of our wizard. It took a while for someone in the party to figure out that the wizards imp, the little bastard, was pilfering from strangers and shop owners. This created a very interesting "situation" for the wizard. Say nothing and get free stuff or verbally repremand the imp to avoid trouble with NPCs. This was a great roleplay moment.
Well, you _could_ say, "I learned so much from this! It's given me a lot to think about." _Or_ you could drop the passive part and just say, "You all need to watch this and learn. I mean, damn."
@@DurandalsFate haha both valid strategies. Our first session was rough on the role play but. Like, damn guys could you just "yes, and" and make this less painful for everyone?
@@DurandalsFate that's what I did. I watched it for myself because I am a player as well, but more of a DM. I shared it to our discord chat and said, "this was a great watch for me, and I feel it made me a better player!" 'Nuff said.
"The most interesting thing in a characters life shouldn't be in in backstory" is something I have said for years. THANK YOU This video and the one on bonds and flaws also put into words ideas I've been trying to express for years. Frankly these two videos are compulsary viewing
@@benjoffe948 agreed. I haven't watched all of their vids, but I've consumed a lot of them. I give them props for consistently having quality content week after week. They've easily become my go-to channel to watch over the past year.
I like to have something in my backstory that leads to a flaw in my personality *to be overcome*. Overcoming the flaw is the important part. I recently made an eladrin rogue who was cast out of fey society for her greed and materialism. She feels she can’t trust people, and looks out for herself above all else. But she’s about to be thrust into a great adventure with a group of people she’ll have to come to trust. It’s a shortcut to character development that leads to satisfying arcs.
I have a character that is the child of powerful magicians, and the parents cast greater sending at odd times. “No, Mom, I am always careful. No... N... Every day... No, I am not attacking any dragons today, I am always careful, I gotta go.... Ye.. Y.. No, but I gotta go. LoveYouBye.”
One quirk of my Inquisitive rogue is something she shares with the party artificer. Whenever they find something unusual, they experiment with it in silly ways, saying "For science!"
One of our players has a thing to remind him, when he as a player has doubts how his character would react in a situation he thinks to himself: "What Would Captain Flint Do? ". as in, Flint from the show Black Sails. It usually ends up as mayhem. But it always works and is always fun!
My mother is playing for the first time, and she just created a D&D version of Mrs. Polifax, from the novels that she loves so much. She just has to remember that she's "an adventurer" and not "a spy with the CIA," but other than that, she can just ask herself, "What would Mrs. Polifax do?" and go from there. She even named the character Emily Polifax, and I worked with her to write a D&D version of Emily Polifax' backstory.
Great advise. I've seen so many players (including me) focus so much of their time and effort on their backstories that they forget that the thing they should really be focusing on is who their characters are right now, and not who they were in the past. The backstory should be seen as a decision-making and roleplaying tool and not as your character's story, because their story is gonna come out when you play the game.
I love roleplaying, but only with my most recent character did I realize how powerful a tool making them less expressive than yourself is. I have a fairly monotone voice, but when I made my rogue even more monotone, it worked so well at conveying who she is
I once knew a man, who upon being told he was hired for the job he really wanted, said in the most monotone voice, "I know it doesn't seem that way, but I'm really quite excited." He had a problem with his thyroid, and just could NOT get actively excited about anything, apparently.
My small dip into trying to roleplay was playing my Illusionist who would talk to his mirror images. The party found him in a tavern having a deep conversation with himself, but he thought his images were real. Tried to use a bit of my Psychology education to bring him to life.
While not exactly this, I had a character concept for a Sorcerer who would have conversations with themselves using something like Major Image, where the conjured copy vocalizes concept in the subconscious, while the actual person voices their immediate thoughts. The Image would speak and make proper mannerisms, mildly mirroring the caster. Never got around to doing it yet, though. Neat to see someone else has something like that in their mind.
Thank you, thank you, thank you. Having resumed D&D after a several decade break the whole "be your character" thing was quite a shock. Back in the day, it never occurred to us to speak in the 1st person but that didn't make my characters any less real or beloved. It's nice to get past that niggling "oh, I guess we were doing it wrong" feeling.
I play with someone who is from the Ad&d era. most of us enjoy acting and speaking in first person (theater nerds...) He doesn't, but he has some of the best characters out of all of us and is a better role-played than most everyone at the table (~30 years of experience helps with that 🙂)
This is now mandatory viewing in my session 0 prep when I DM. Just sent links to a group starting beginning of May. Thank you guys so much for the great content and having such a variety of content types.
I have a “Tome” prop that I use for my Pact of the Tome Warlock. I’ve written down all the spells and cantrips in my tome. It’s a fun way for me to immediately become my character when I open my tome at the table.
@@zinnylinnie00 As a wizard, draw a picture on one side of an index card and write the spell effect on the other side. Once you get enough cards together, glue the edges to a strip of duck tape, and you have a little pocket book of spell. Or just have a home made deck of many spell. Some of my artwork from high school has been floating around for thirty years.
The slight mispronunciation of "mannerisms" implies a scarring past experience of when they witnessed a player strain their brain just a little too hard trying to get into character.
A cool idea for creating a character is to go against what is considered common. For example, I've thought of a Barbarian who is very empathetic, which ties into how she enters her rage, as she can feel the aggressive emotions of everyone, and she doesn't like fighting, even though she's very good at it.
Yep, that's a good idea, but A: Don't make that the only character trait of your character, and B: Make sure to not go a COMPLETE 180 to the common thing, otherwise it might loose some of it's charm. But in general, yeah, that's a great idea for how to make a character feel unique! Barbarian Rages, for example are one of the most flexible mechanics flavor-wise, if you think about it, as long as you ignore the name.
What I’ve found is that many people have opted to do the whole “turn common tropes on their head” character creation idea, to the point where these ‘atypical’ characters end up becoming tropes of their own. Sometimes they can be just as predictable as the thing they were trying to deviate from. Not bashing on your character ideas. If it’s cool for you, have a blast with it. I’m just sharing my experiences with these sorts of characters.
“If they don’t trust each other and don’t like each other, it’s going to put a lot of pressure on Dungeon Master to figure out why all these people would be working together.” - whoah whoah whoah. Hold up. How is this DMs responsibility. It’s the issue of entire table. As the DM I literally say “You picked those characters. You figure out why would they work together. If they don’t, make new ones.” The DM can’t allow players full agency of making their characters without players also fixing what they have done.
That's the exact point they were making in the video. Their point was that if the players don't do this, it makes life difficult for the DM, so the players need to consider how their characters will mesh with other characters in the party.
This is why I'm so happy to have Party Patrons in Rising and Tasha's. At session zero, I have the table agree on a Party Patron and that helps inform how they know each other and what specialized characters to make. It really helps to form a more coherent party in my opinion. It also helps me fine tune the campaign outline I make based on the Patron.
Can't imagine a scenario where the rogue gets caught stealing for being shifty and goes "How do i get out of this DM?" Bitch, you got yourself into this, it's not my problem. Want advice? roll a new character Also, people that do stupid shit and go "it's why my character would do" aren't just being toxic, but also wrong. If a character is an experienced thief, it isn't going to pick pocket any rando in a tavern like a dumbass, an evil character that has feigned to be an ally for various sessions won't suddenly throw all away because they want a shiny from another player, etc
That depends. I think the real issue is bad plot and hooks from DM. When I am going to DM I will be building a rather elaborate world with multiple plots that they can choose to follow. Most of which are rather open to the players. For example the first one is how they all plan to meet is through recruitment to sail to “the new world” to find out what’s missing with the colony they sent out and haven’t heard from. One character just wants a bigger swamp for his people, one wishes to flee the government and sneaks on, etc. Then when they get there a good chunk will be rp and survive (we’re doing hyper realism). So it depends on what type of campaign, if you’re doing one you plan to be longer you’re gonna need more options. And honestly I do not find it troublesome to make a scenario to help fit all the characters. Just takes a bit of creativity. And honesty after making continents, history of the world, etc… the start is hardly the biggest bear I’ve had to tackle.
Did you even listen to that section? They're saying that if bad players are doing that, it's unfairly forcing the DM to try rationalise the situation. They aren't saying that the DM *should* be responsible for that. They are saying that when bad players act like this, it negatively affects the DM and increases their workload.
I played a character with bad anxiety once, the poor thing was afraid of everything and everyone. But he also believed really strongly in protecting other people and he didn't really value his own safety. So I never had a problem getting him to follow quest hooks. I think a lot of it is about coming up with a character that fits the kind of game everyone wants to play.
I have a character like that, too! She's very shy and timid, but she's also basically decided that the only way she can justify taking up space in the world is by helping people and making herself useful to others however she can, so that's what spurs her to act in spite of her nerves. Still waiting for a chance to play her, so I don't know for sure how her story will play out, but I think it'll be fun~.
@@elsie8757 I definitely had a lot of fun playing Glory. Party interactions were always a blast. Even arguments, he really got off on the wrong foot with one of the other party members and the way they gradually came to understand each other was wonderful. It was really nice having him build up friendships as well. The downside, compared to more optimistic characters I've played, was that I often felt much more anxious after a session getting into his head. Took a while to calm down afterwards.
@@jeffreyfinney251 Lol yeah I kinda did. We all had fun and that was the important thing. My current character is also a little anime-ish in that his main motivation is wanting to be the best at what he does. It works so long as you don't try to become the main character of the game and consistently support the other player characters.
Thanks for this video. Reminds me a lot of Matt Colville’s video on role playing. Luke the reluctant hero, so what does George Lucas do to get our hero going? Barbecues his aunt and uncle and shows him their smoking corpses.
When someone else is having their moment in the spotlight, do not try to steal their scene. Also do not make constant meow noises in the background when someone else is having a conversation with either a NPC or another character as it is annoying and disruptive, even if you are a Tabaxi.
Something adjacent to the Tabaxi issue--if you are playing a Minotaur, you need not remind everyone else of this by mooing incessantly...even during Stealth checks. "My character can't control the mooing" is not an excuse.
Love that you guys say that it’s perfectly fine to take inspiration from favorite characters. Some of the best characters in our games had surprising base inspirations. In our current campaign, a quasi-Kingmaker maker campaign where we’re defending and expanding a remote village into a great city, my wife is playing a Goliath bard who is functionally Leslie Knope. Disarmingly positive, super energetic, and willing to anything to make her city great- but in the surprising package of an 8 foot tall burly Goliath who looks like she’ll grind you into the dirt while actually bringing rice krispy treats town council meeting.
The bit about voice acting is important, and also true even in a streaming setting. Just look at the Oxventure, with all the players keeping their normal voices and strange senses of humor.
I have DM'd sessions with players who were not about wanting to adventure. I've decided to thank them for coming, and proceed the campaign for the players that actually do want to play D&D.
I mean, there are campaigns about just RP on the spot and not much adventuring, specially political campaigns ("that thing... it scares me") But this kind of shit has to be communicated properly
A note on the body language section: Changing your position can actually change your voice a little bit. Partly through how your throat is sitting. It can be pretty subtle, but it can help. A good part of it is subconscious too lol. You'll note that singers do it all the time when their trying to hit a particularly difficult note. (Its a bad habit, btw. Don't do it when you sing it strains you lol) Try tipping your head back and forth as you talk to see for yourself. if you don't hear it try doing it more extremely, you can kind of self correct when you're conscious about it lol
I am sharing this to my players very new to D&D. They worry so much about not roleplaying "right" or "enough" and this video organizes the general things I say to them to assure them not to worry so much. Thanks for the great video (as always)!
Their suggestion of drawing inspiration from characters in books, movies, TV, whatever is sound advice. A few years ago, I played an elf Ranger whose personality I based on Nancy from The Craft (before she went psycho). I played a Druid who was loosely based on Fluttershy from My Little Pony:Friendship is Magic. In another game, my warlock is modeled after Serena, Samantha's cousin from Bewitched. All have easy quirks I can fall back on in a pinch because I know those characters so well.
Not everyone is a professional writer after all, taking ideas that have been proven to work can help a lot for the same reason UA gets play tested before being made official
It's so hard to get roleplay going with the group I play with simply because I'll start trying but everyone else is very okay just playing as if it's them not their character. Sorry if I worded that poorly, hope my point gets across lol
Larp, live action role play, I am a home body that prefer not to leave the house, so anytime I went out to a gaming shop .. I was In Character. I normally play multi-class rogue/wizard with proficiency/ skills in preform( acting), bluff, and disguise. It is my protective wall with dealing with people and keep my personal boundry safety zone. Unless I', playing White Wolf/ World of Darkness: Changleling the Lost where every character has some type of mental disorder. At that point everyone is really playing themselves. I found from playing D&D over the years, you get these people who write down on their PC sheets that they are neutral good end up playing chaotic stupid or just drift strait into neutral evil. Play Vampire the Masquerade/ Sabbat gave some good insight of the people I was dealing with. You have .. posers .. and then you have smug azz holes in self denial. As I pointed out to people who don't RPG, People who sit down to a gaming group .. know .. the whole thing is a bull zhit story, .. On the other hand people who get drunk at bars and house parties end up believing their own bull zhit. I like gaming shops over house games cause the lack of public drinking and public/ personal boundry are maintain. Also dinning rooms get really small once you get around a dozen people in them.
Yeah, I had the same thing, all of my players play themselves. With arcane powers and oversized axes. But thats fine, even if they dont invent a deep backstory and stick to their characters imaginary traumas its ok. As long as they engage with the story and the world I dont really care if its JoeBob the depresed call center Wizard or Molaghar Dragonthorn the dragonborn paladin sworn to protect and uphold the tenants of bla bla bla... Being your boring old self with the ability to crack some skulls while stuff is on fire is enough for some people. Offer them an alternative but dont be mad if they have fun as is, some people just like playing a powered version of themselves.
My biggest difficulty when playing a female character is I have a really deep voice so I can't even do a head voice too well without slipping into a bad pitch. So for my female half-orc, I named her "Toff" and based her voice off of the Ember Island "Toph". 🤣
Oh man, The Last Airbender! Zuko has one of THE best redemption arcs! Azula's such an amazing villain. And Iroh is just such a great character. Ah, who am I kidding? They're all great!
This video actually helped me realized that 1) my favorite character that I've made, Arseris, is based on a cliché (chaotic neutral pickpocket rogue™) and I don't care because I love them, and 2) I subconsciously based them off of the main character of my favorite book series to an extent. Honestly this video just made me love them even more.
I'm playing a Echo Knight currently and the quirk that I have with him is, when he is by himself or really at a lost, he will look off to the side and start talking to his echo.
Re: character voicing I found that my initial discomfort in D&D during my first major and long-running campaign unintentionally gave my character one of his hallmark key and quirky personality feats. Early on I would always preface my interactions with my character name (insert action or response). It just stuck and now he speaks in the third person and is his own fully realized character filled with quirks and energy. Letting go of this self consciousness because I didn't otherwise have a voice or other identifiable trait, combined with my group encouraging me and coming to like the third person quirk, gave me space to grow into a more comfortable player. Now he has his own voice (later added because I felt ready and wanted to give him one), a defined peronsonality, and more. I feel more prepared to now create fully realized characters with whatever inclusions I want, free of consciousness. Letting go of my high expectations of myself and being part of a welcoming group was probably the most influential element to me growing into D&D more and roleplaying better. I find the rest is just about excitement, research, and a DM collaborative discussion of possibilities.
Going back and watching this video, one of the favorite parts about my group is we all try to do different funny voices for different characters even though we all suck at it. Every time somebody starts a new voice the whole table gets a good laugh because we love it so much and it helps everybody be more comfortable with the idea when you get to laugh at yourself every once in a while.
Was watching a campaign online with my friend and they couldn’t believe how well the players/dungeon master did playing the game. Ironically.. it was actually You Guys, with Jill and Joe. I was actually watching Shadows of Drakenheim..
"[...] there are a lot of sources out there that are excellently roleplayed live-stream campaigns". Seems like a good time to remind everyone to watch the Drakkenheim campaigns!
Thanks for this video dudes! I have been Dming for almost a year and take a lot of my knowledge of DND from your campaigns as well as Critical Role. I have been hopeing that my players would start "role-playing" better, and, after watching this video, I realize they already are! My players are not great actors, but they are playing their characters really well. So, thanks for helping me to realize that my players are awesome, and to shift my ideals on how a game should be role-played.
My end all be all for any character are: 1. You must be willing to go on an adventure. 2. You must be willing to be part of a team. Any roleplaying that takes you away from those two rules isn't very helpful to the game. Another guideline I like is "Be willing to act, rather than discuss how to act"
I would phrase it as 1. You must go on adventure 2. You must be part of the team Their character can still not willing to go on adventure (as in the example of the reluctant hero) but for the sake of the campaign they have to go even against their will
@@iododendron3416 True. But I think you should always have something with your character that makes them willing, that's what I ment. As the Dudes mentioned, nothing is more annoying than having to convince the party to go on the adventure...
I am going to make a warlock kenku, who made a pact with Demogorgon, just because he wants magic powers to fly. He always wastes his few spell slots to cast the Fly spell on himself.
Tip: If you don’t have a moral reason, have a price. A character who might not care about defeating the BBEG or is too scared to go on the quest, have them be in it for the fame and fortune that generally comes with adventuring.
it's only crigny if you tell yourself it is. and if you want to give your charatcer a voice while keeping it simple, you can simply just talk either a little softer or harsher than you normally do. that can be enough for a voice.
@@darienb1127 My friend created a Paladin with a gruff voice and I created a Dragonborn Cleric, and as a result, we both talk to each other in-character sounding like same-y bad Geralt impressions and it was kinda fun. It's really hard to add that extra depth to the dragonborn voice to make it sound more unnatural and reptilian without hurting my throat, so that's how we end up sounding so similar.
Yeah. Voice acting/acting can be a ton of fun, but it doesn't necessarily make you good at playing a character. And you can play a great character without voice acting/acting or even speaking in the first person! I'm in a game where most of us really enjoy the voicing and first person speaking, but one player just doesn't enjoy that personally. But his character is one of the most in-depth and interesting characters in the party!
I play with someone who almost exclusively speaks in the third person and he very well may be the best role-player at the table. I enjoy the first person acting/voice acting, but I learn a ton from him on how to create, embody and play out an interesting character.
I usually have a round about idea of what kind of person my character would be but only when I sit down and play through his experiences do I truly know who that character is
I just discovered your channel and wanted to let you a positive word. I would even have read "How to easily play well in any Roleplaying Game" as a more appropriate title, since you give positive advices, easy to apply suggestions, while underlining good values among players. Your content is well prepared, well delivered, affordable for all and instructive. You presentation, background, lighting and overall quality is noticeable. Wishing you the best in your current and future projects.
One of the veterans in my group has an int 11 cleric. I'm a new player and I play a 20 Int Wizard. Because the cleric's player knows everything about the game, and everything about the setting, his character constantly talks about things no normal person would know, such as how magic works exactly, and literally everything, while I, the Wizard who has studied an archmage's library top to bottom in my backstory, am sitting there like: thanks for stealing my only character trait
@@joeofdoom but here's the thing, he's not wrong. I saw a teleportation circle drawn on a floor by a novice wizard. I had to roll arcana to know what it is, and to know that it's drawn wrong. The cleric then walks in, and in character, asks the novice wizard "do you have the circle linked to another?" No checks, no nothing. He knows it irl but his character would have no way of knowing. Then, he goes off and explains that using a wrong teleportation circle can cause disintegration, or they can end up in the astral plane. Now I'm no D&D veteran, but how the fuck would an Int 11 Cleric know about the astral sea, and how the FUCK would they know the ins and outs of a spell they don't even have access to! Like bruh!!!!!
Well for one that shouldn't be your only character trait. Likewise, it also depends on both of your backgrounds. Nothing says that a Cleric wouldn't know about magic, there are literally Arcana Clerics. Likewise you being a Wizard means you've studied magic, not that you are the end all be all authority on magic. Heck, you might have studied and understand how to use magic better, but he's a better talker, so you let him explain your complex understanding of magic and thus translating it into layman. You can be Egon to his Ray/Peter.
@@LupineShadowOmega Knowing magic isn't my only trait, I'm the trickster illusionist, but for the Cleric with a 0 int to know more than the +5 int wizard (background: sage) with proficiency in arcana, without even rolling is preposterous. He was also explaining teleportation circle, which clerics don't have access to by the way. He's a twilight cleric, so no arcane stuff. My character's backstory is literally him studying magic non-stop for ten years. He has his own story, arc, and other personalities, but this much knowledge on a spell, and the astral sea is not something someone with a +0 Int (average Joe) would know! I'm not being petty, I'm just sad that people really don't care about Intelligence, and how it affects characters, cuz metagaming can replace a high Int stat for non-wizards
I made a High Int, Low Wis character but rather than making him like super airheady, he's got gifted and talented burn out and ADHD (Based on my own personal experiences with them). So he's intelligent but his brain processes things differently. And since i really dont know how my ADHD will affect me in real life...i roll a D20 and refer to an "ADHD table" based what ive done in the past. The irony of playing myself in game with more control of their life is just...astounding.
I'm someone who finds typical heroism corny and who generally leans into reluctant, flawed heroes. But, as you said, that can be really frustrating for DMs. It's the responsibility of players to give their PCs sufficient motivation to go on the quest and be invested in their team.
A good way around this is to pinch a bit of the Acquisitions Inc idea and make the characters start the adventure life as part of their job description. So maybe they've been hired by a franchise (or from a patron - my personal favouriteis Morgrave University or Dezina Museum as they both have the same goal to find artifacts, though the university is more in it to sell anything and everything on the black market but any place like those would do if you don't want to start at an adventure guild..or the newspapers that come with Eberron can be reflavored for other settings..journalists looking for the next story where they shouldn't be is another way to give motivation with a job description) to do the dirty work of investigating monster sightings, strange ruins ect. The characters then to start with need no more motivation that this is just so they can earn coin to put food on the table.... once they're comfortable you can start drawing them into the main story hooks (especially if it's around a mcguffin) and those ordinary coin seekers suddenly realise they're in for more than they bargind for and hopefully by that point they're more willing to go further and do some adventures outside the comfort bubble. I always have one player at the table who's character is only motivated by getting enough coin to go drinking or something like that, so I make alot of stuff happen at these places where that character can not just only visit in downtime, but get into all sorts of trouble like bar fights ect that lead into other adventures. A good DM should be able to play on those things, but eventually the character has to let the others at the table find the adventure too
I typically rely on the trope of a parent, child or loved one is sick or missing for the reason that they are adventuring. It gives the dm plenty to work with and I usually throw in a childhood friend or rival for them to use. Obviously Sir Zur Gideon the Magnificent is the exception with his 17 page epic backstory that is 100% bull crap and lies.
I assume the DM knows the REAL backstory he doesn't want anyone else to know, that will come and bite him in the butt, someday when everything seems peaceful.
@@jacobyspurnger8488 That's the best way to play a liar. And then, everyone can feel the joy of watching the lies unravel, while their characters respond, and maybe even have to deal with some real anger issues because of it, all while the players are high-fiving and having a blast.
honestly the best video on roleplaying i've seen so far. two things i personally like for my characters is to 1 make sure to have a core memory to draw from and 2 imagine what activities my characters take part of in their spare time.
As a new roleplayer this was very reassuring, thanks guys! A general question to anyone out there. I'm playing a half orc barbarian with an 8 int and 13 wisdom. I think I'm starting to get a handle on how those are played differently, but I struggle with contributing to group decisions. I have ideas about what the party might do but I don't think my character would. So I guess what I'm asking is what are some things I can do other than remaining silent?
8 Int means he can't read, but could probably do math, and maybe he's really good with money. I used to babysit for a kid who couldn't recognize the numbers in a math book, but give him money, and he could make change faster than you could blink. Good thing his parents owned a store, and he was being trained to work it. 13 wisdom means he's just a little above average common sense. My barbarian is the opposite. She has 16 intelligence (was training to become a wizard, before she ran away to become a barbarian) but a 4 Wisdom. In battle, she will say, "Tactically speaking, this appears to be a logical time to rage. Rawr." But, if you touch her Issue #69 of Barbarian Weekly, she will be so ENRAGED that she will yell and scream and use her bonus action to climb up your body (she's a gnome), specifically so that she can bite your nose off, but she'll clean forget to actually use a bonus action to rage. She's too angry to think straight. She's book smart and street dumb. Your barbarian would be more street smart and book dumb. At 8 Int, he probably knows letters and numbers, but now how they go together to form words, and would be stuck with basic arithmetic, like "Apples cost 2 copper apiece. How much do you have to pay for 4 apples," he could probably figure out, because that's copper pieces, and he uses them all the time. He can count to ten, easy! "Eight copper pieces." But, write out "2 x 4 = " and he wouldn't have a clue what that meant, except that there's a 2 and a 4. But, if you want to ask him for relationship advice, he'd probably be pretty good at it, if not a complete expert. He'd give advice like, "Treat women the same way you'd treat men," but then not be surprised when you start arm-wrestling your crush.
"The Dudes try their hardest not to name-drop Critical Role" My favourite character I've ever played was a paladin whose voice was a cross between Brian Blessed and Matt Berry, with a list of titles that grew and grew over time. Hector brought an energy to the table and encouraged others to come out of their shells too!
My step son (21) has been playing for a few years now, and I had limited prior experience when i was a teen (49 now). He came to us (his Mom, myself, and his 9 year old brother) asking if we would be interested in playing as he learns to DM, and we have been having a blast! His Aunt even plays with us now and our table ranges in age from 9 to 60, each of us having very unique role playing styles. I say all of this to say that your videos have helped so much in the evolution of our game play. I appreciate you guys so much. Thank you.
I would love to do a barbarian braggart who's done amazing things like wrestling the God of the Sea, but have him as a sort of unreliable narrator for his own backstory. Sure, that's what he thinks happened, but he really traded body shots the Dwarven barmaid of their house brew, and the dock master furious at him for breaking the new hoist
Great advice! One of my favorite characters to play is actually a really simple oned. Sometimes a simpler character can be more fun cus it's easier to know what they would do. Loud, confident/boisterous Triton Eldritch Knight that comes from a family of heroes. He was 15 when he started the campaign and was very naive, wanting to be the hero that could save everyone and just get strong. He went through a depression when he realized this wasn't possible in this setting, seeing a dragon and wizard destroy entire cities before his eyes. Now he's prepared to accept losses more easily, retreat, see the bigger picture when it comes to saving as many lives as possible, but he hasn't lost heart and seeks to become strong enough to never need to make those sacrifices again and to really achieve a level of power where he really can be that hero he always dreamed of, but he's aware that he's no where near that yet.
How's this for a role-playing moment? One character in our game last week (A dragonborn moon druid) ran off a bridge, jumping after an escaping gargoyle. With a strength of 20 and a ring of jumping, he had 5 feet of movement left after he attempted to grapple the flying monster. He made the skill check! However the gargoyle managed to shake him off. As he was falling to what we all thought was certain death, he shape-shifted into a squirrel, managed to make an athletics check and landed safely on the jungle floor below!
Feel like the title of this could also be “understanding different types of roleplayers and learning to accept them” This vid really helped me, thanks dudes
I'm only half way through the video but the section on seeking adventure helped me crack a huge block I'd been having in connecting with my character concept!!! I've finally figured out the change I needed to make to her recent backstory so that she really resonates with me
Hello, just got into DnD and your guides have been so helpful to me, they were informative and useful, thanks so much for doing what you do Dungeon Dudes!
It is one of the most toxic things that has grown out of the D&D community, the point about people saying that you 'need' a 'character voice' in order to roleplay your character. As a DM I can enjoy a chat with a PC. But some of the most satisfying interactions usually comes from the people who narrate what their characters actions and words because they usually have *thought them out* rather than blurting out whatever come to mind. I've had to ask my players 'Are you really saying that?' more times to those players than the ones who narrate their character. A healthy mix of both is usually the best. Like: 'My character walks over to the Barkeep, I want to find out if there's any quests around. I sit down at the bar, ask for a beer and say: It's quiet tonight. You wouldn't happen to know someone in need of a good sword?'
Improv courses can do wonders for both players and DMs. They teach numerous skills that translate extremely well into TTRPGs. It can help DMs can come up with interesting NPCs on the fly, or help players with their own characterisations. It teaches the importance of listening and finding the interest in any scenario.
Talking about letting your character change and grow! My very first character was an adopted Dragonborn. His father was a human who ran the largest bank in the land and he was their mascot basically. He started out as a very idealistic and nice person. In the course of the campaign, he grew more and more bitter seeing all the evil. But he just cracked when he found out that his father was financing the evil group. He just wanted revenge for being used and his father contributing to the evil. So much fun. We didn’t fallow alignment, but we jokingly said he we t from Lawful Good to Neutral or Chaotic Good when it came to his father.
16:25 Ouch- This was **word for word** my first character at the table, and while I liked playing him, my own experiences were somewhat soured my the end of it. Jakhar, the twohanded weapon wielding dumb barbarian, who was just a gentle big beefy dude who had the unique misfortune of marrying an exceptionally hot smoking wife. Which of course was a hag that cursed him with a big old case of ugly and disfigured, all while exiling him from his home. Thus he developed an extreme prejudice against magic, and all those that used it to a comical degree. My catchphrase quickly became "Is it magic?" because of his naturally zealotry combined with the fact I had gameplay mechanics that rewarded me for hitting such things. A big reason I picked barbarian first was because I was naturally inclined to play a giga brained spellcaster, so playing a chad barbarian that couldn't think to save his life was stepping outside my own comfort zone. When I went into any encounter, combat or RPwise, my first thoughts were always "Hmmmm, what's the best way for disregarding my own critical thinking skills and self preservation?" Which shocking seemed to always turn out in my favor. So after quite a few sessions which I thought were going well the DM and the one other player at the table were remarking that they couldn't remember Jakhar's name, all because he was such a "generic barbarian" which earned quite the giggle between the two of them. Let me tell you, that fucking sucked hearing. It wasn't overly malicious in the moment, yet it was the perfect amount of gas lighting to put me in my place as a newbie who felt like he screwed up his character, even though I know I didn't. Bonus salt to the wound, I got called out for bad roleplaying, yet the other player literally refused to roleplay "I roll for persuasion" case and point.
Recently had a game where a bunch of swords for hire were presented with a quest with little to no payment promised. Everyone around the table was saying "Nah, let's pass on this mission." So my trickery cleric said "Let's go anyway. I am sure there are some valuables we can loot along the way." It got the table on track to go on the adventure that the DM had prepared.
I mean that is neat roleplay, but the DM literally could have offered you guys anything. Especially knowing you are a group of Mercs. Heck, the BBEG lying to your mercenary company writes itself as a motivation. "Hey, why are we going after this guy? Are we going to save the world or something?" "Save the world? That rat bastard owes us money..."
I only played 3 sessions with this guy but I played a Cleric/Wizard named Chip who was more of a modern day nerd. His quirk was repeating whatever the DM said word for word when he investigated/observed something, ex. “You see a long red hallway with dimly lit candles along the walls and bloodstained curtains on the windows” “Guy, it looks like a long red hallway with dimly lit candles along the walls and bloodstained curtains on the windows.” This is a gag that was funny and prominent enough to become an inside joke and is still used almost 4 years later
Fantastic video! I find that a lot of people confuse "accents" with "voices." As you noted, changing the pitch or speed at which you talk makes a huge difference -- and prevents the stupidity of all dwarves being scottish. You can also change the rhythm or melody of your voice. In fact, when learning a foreign language, learning the "music" of the language is an exceptionally strong tool. Making one up is just as viable. The same goes for picking up expressions or rhythms in an British accent, for example. That said, I find both accents and voices quite difficult to maintain. While I could just give up on it, I'd rather learn how to get into character (will be googling it right after this). Yet even before knowing how to get into character, I can see how important it is to do so. If you know how your character would be feeling, or what they might be thinking about in the back of their minds, it's much easier to decide what they might say or do in response to events around them. I also like what you said about tropes and cliches. But it's also fun to subvert them -- which is a cliche in itself. As a player, I think it's good to flip some aspects of a cliche, at least part of the way. I've also found, though, that 5e gives you so many more tools than earlier editions, when creating your character. Even just reading the description of a race or subclass can provide inspiration. Then tying that in with their origin, ideals, etc can be incredibly rewarding. Interestingly, I feel the DM may not want to know all the detail of your backstory. Better to give them just a few hooks. In fact, some DMs will ask players to answer a number of questions out of a list. Asking, "what's your favourite drink?" led to me concocting a story of bullying at my monastery that led to a dare to enter a forbidden forest to gather berries for my favourite wine -- which ended up awakening my Shadar-kai heritage! Now for that Google search... ;)
This was definitely a worthwhile watch, in one campaign I'm playing a tiefling light domain cleric. With her backstory it's a little difficult for myself, a single man in his early 20's, to relate to a 40 year old widowed woman. So far what I've been doing is I switch between talking in 1st and 3rd person, really only busting out the 3rd person if a moment happens where I simply can't accurately portray what Kindle is feeling in 1st person (Whether that being my confidence or my vocal range). When I talk in character all I really do is talk in my head voice in a soft but stern way. I really need to think realistically as to what fictional characters I can use as a fall back for her as inspiration and also think about how she's grown (considering we're about to hit level 9). Great video!
What do you do when you're DM gives hooks that no moderately intelligent person would take? Like expecting your 2nd level fighter to go up against a pair of giants? My group has repeatedly had to turn hooks down because we knew our characters would immediately get killed and the reward would not be worth it...
Maybe trust that something will occur on the adventure to make it worth your while? Maybe there will be a captured NPC or beast you can free that will assist your party against the giants. Maybe you can loot a scroll that will turn the tide of battle, or lure them into a cunning ambush that makes their size a disadvantage. Adventuring is not something a moderately intelligent person would do; every adventurer is at least a little foolhardy. Just because your bold idiot has an Int of 16 doesn’t mean they aren’t able to rationalise how they’re going to be able to get the better of their foes.
@@xySuperManxy Not to mention it makes for interesting RP scenarios with future NPCs. Going up against all odds and coming out on the other side alive and in one piece is not only what the adventuring party signed up for, but it makes them the talk of whatever town they’re in....if they decide to talk about it. For example, my party recently battled and killed two ogres while on the road to Thundertree several sessions ago. In our last session, we’re heading into Neverwinter and come across a guarded caravan and the guards are worried about rumors of ogres on the road. Without prior discussion, we decided to not tell them that we actually killed the two ogres because as a party, we had quite a bit to garner attention and we didn’t want to draw more towards us. So it created an interesting scenario that as a party, we are erring on the side of caution to try and fly under the radar as much as possible. However, if it is a worry that your DM is attempting to send the party into TPK situations, perhaps then it’s time to take a session and instead of playing, have a Session 0-2.0. Discuss your concerns of the adventure hooks and get an idea of what’s going through your DM’s head. Being able to get on the same page before moving forward will alleviate the concerns and frustrations of not only the players, but your DM who maybe worrying that they’re doing something wrong and is trying to figure it out.
So I’m a DM for a homebrew Bloodborne campaign that I’m still going through today but one of my favorite pieces of role play interactions is this running gag from our PaleBlood Hunter (homebrew class I found on Pinterest that I feel is a perfect Homage to the bloodborne character and give specialty in a creative ways) his name is Jack Connell he works as a Church hunter who knows blood ministration so he’s a healer but he and our bard dredge singer have this running gag of in combat trying to one up each other and they signify this by at the end of their turn giving their free action to give a side eye or just wink or something to the other so when its the others turn they do that back and forth if one is not in danger or somthing
I remember this Christmas one shot at my school where the rogue got a clue and wouldn't share it with anyone else at the table and we were stuck for half the session trying to search a house when we needed to go to a graveyard. Luckily I haven't played with that person since.
I can see behaving that way, and actually getting away with it, in a long-term campaign, but in a ONE-SHOT? Every minute counts in a one-shot. Most people would just say, "DM! This is unacceptable! Just give someone else the clue, so we can complete our adventure before we lose the table for the night."
@@AuntLoopy123 Exactly. Like I would have been ok with it a long term campaign. The person literally said he was going to try to solve the mystery by himself. Dnd is a team game, that means working together. But I did also like the session because I rolled a Nat 20 on my death save and got the final hit that killed the boss.
They only upload twice a week, and to keep it fresh I've noticed they don't put parts back to back. It's a slower method and can be annoying waiting but they do a good job.
thats what i like about the Matt Colville Chain of Acheron actual play, theyre a range of experience and comfortability with different levels of roleplay, and theyre clearly just a group of friends rather than a set of voice actors
My 1st time DMing a game, I straight up told my players that they didn't need to do voices. I explained that they should do what they like, and I was mostly doing voices so they could tell the difference between all the NPC's in the book.
Dm: create a character that would join a party and participate
Player: That's not what my character would do
Ahh the ol’ classic WANG ROD defense. 😂
"Player: That's not what my character would do"
DM: Well, it's just as well *that* character's not coming on this adventure then. So, who did you want to play?
You retire from the adventuring life and do whatever you do. Roll an adventuring character.
At least, if you play with your DM for the first time (for example online through pandemic), please do not do this. The DM work is not simple, go adventerous party characters.
You do not need to go necessairly the totally adventerous type, but help the DM here.
@@pompoz1202 I don't think you even have to have an adventurer to be part of the party. They could have a goal that they are after (ex. child was kidnapped, family needs money, wife is sick and needs a rare herb to be healed, seeking a powerful wizard to cast Wish for them and bring a loved one back from the dead) or something driving them to join the party (their god told them to help and they don't know why, their patron wants them to spy on the party). It's about how you look at the motivation as the player. Almost any motivation can be tweaked to have the characters party up.
My son's Barbarian has a default response to an uncertain situation: "I throw a rock at it." My daughter's Bard wrote a song about sleeping with her head in a bell. They are learning to have fun with their characters.
Thats amazing. Also, stealing the idea of a default respons eto be a rock.
Our half- orc monk has something like that, only her default is to eat it/taste it. She's immune to poison and disease, soooo...
My barbarian, a fat little gnome with 8 Charisma and 4 Wisdom, was teased by the kids at the wizard college, before she ran away to become a barbarian. They made up a song and sang it whenever she passed by. It's "Roly Poly" from Doris Day's movie "Pillow Talk," with the pronouns changed to be about a woman, instead of a man, and the way THEY sang it at her, it was not about "With my Roly Poly Baby, I'm satisfied," but more a lot of fat jokes and taunting. But Parsnip, with her 4 Wisdom, thought they were her friends, and wrote it to please her, and she embraced the song, completely. She did "change a few of the words they wrote, because they just didn't make any sense. Some of those things they wrote are just impossible!" and now it is the jolly love song of the movie, but applied to a woman, instead of a man.
This is her theme song, to sing while traveling, or to cheer her up while she is sad, or to bolster her courage, when she is afraid.
We had a barbarian who had a default response of: "I lick it." He licked a mimic once. :D
Man, I want to be a parent like you some day.
I’m very glad that you two addressed the idea that you don’t have to actually yell, act or talk in accents to roleplay a character. I’ve seen dungeon masters at public events make new players yell ridiculously, to activate their barbarian’s rage.
I’ve had dungeon masters insist I figure out puzzles and technical problems that I have no real world knowledge of, even remotely, while the DM ignored that my character was designed to have that skill and solve it.
I am not my character.
I should not have to be able to disable a bomb in real life, to play a character that can. That’s as ridiculous as expecting me to cast real lightning bolts to play a wizard.
You mean you can't cast lightning bolts? The trick is carpet, wool socks, and low humidity.
Yea - I had a DM who wouldnt allow investigation rolls, because he thought we need to figure out stuff for ourselves.
As a DM, I bought a few puzzles to give to the players, just for some hands-on fun, but if they can't solve it within a few minutes, they can roll for it. I'll encourage the bard to sing, but by no means is it required. I also won't require anyone to dance, if they say, "I dance."
As for rage, my barbarian, with the 16 Intelligence, would say, "Tactically speaking, this seems like a logical time to rage. Rawr." But when she's REALLY angry, and actually enraged, she will yell and scream, and completely forget to take the Rage bonus action. Because she's too enraged to think clearly.
If I could actually disable a bomb I wouldn't be role-playing a character to do it
I think it depends on the type of game you are playing. Honestly, as a DM, I think the way it goes with skills in DnD what actually ends up happening is just creating extra work for the GM. Who will often also have to sort of play the game for the players.
Came for the self-doubt, stayed for the self-awareness
Thanks Dudes!
This is fantastic. I don't consider myself good at acting or voices etc but if the mood hits on a certain character I like to attempt it and push my comfort level. But more then anything I try to get into my characters personality and make decisions accordingly.
It was also a nice reminder to hear them say don't judge others and try to be supportive and have a positive attitude. Out if all the things they said that in my opinion was the most important. That is what will lead to having the most fun at the table.
That's the mindset we need!
You look like Doctor Strange
As a DM, I often give my important NPCs the personalities of people I know, but that my players do not. Old friends, family members, people from current or former jobs, etc.
This way, I find it easier to know how these NPCs will respond to what the players do or say, because I have first hand knowledge of their personalities.
Oh, wow. Great idea! I now have to make one of the NPC's begin every sentence with "Again," as if he's repeating himself, even though it's the first time he's said that thing. ESPECIALLY if it's the first time he's said that thing, and he's giving you instructions on a thing he knows you've never encountered before.
He's a good guy, but that particular quirk made him very annoying, when he was training one on a new technique for work.
THAT IS FUCKING AMAZING
Solid
I wish I could do that. Curse my less-than-average social experiences, lack of human observations and bad memory allocations.
My kobold has a go to that if anyone stares at her, she simply waves politely.
I LOVE HER
@@CeruleanMirage Thank you. She is also a librarian, a Lore bard with plans to dip into Knowledge cleric. She also got stoned by a cockatrice one time and was a statue fixed in a dramatic faint, which at one point I said "if you look at matilda's statue at the right angle, it looks like she is giving a dainty, polite wave".
Simple but awesome!
My human rogue has started doing this and it wasn’t even something I planned.
A great quirk, I might borrow that. After like 17 years, I'm looking forward to finally playing a Kobold Bard inspired by Deekin Scalesinger from Neverwinter Nights with that new UA release. Writing an epic tale on our exploits while being a charming weird little dragon guy for the sake of pioneering a change to the public perception on Kobolds sounds like a lot of fun.
thank you so much for touching on the "roleplay isnt just doing a funny voice" thing. oh my god ive dealt with this so much
Right? As much as I do put on a voice for my characters, as soon as another player says they weren't "expecting" that, I assure them there's nothing wrong with not doing that. I currently play in a small group where each of us just roleplays completely differently.
I’m playing a tortle in one of my games. I put on a deep, slow, Eeyore-like voice when we first started. While I do think it added something to the character, and other players seemed to like it, it got old for me pretty quick.
If you're going to create a character, have the foresight to create something you can really invest in and delve deep into for months to years. You're roleplaying. Play the role.
@@kev_whatev I've already decided to give my barbarian a lisp, but since it's a mannerism, and not a physical lisp, she may, over time, learn to let it go. Yay, character growth, while making my role-playing easier.
It definitely isn't necessary, but it can really add flavour. As an example, I played a Geonosian in a Star Wars campaign that lasted over a year. In addition to a raspy, creaky voice, I made a lot of clicking noises in between words. It really set the character apart.
With regards to motivation to join the adventure, one example of a reluctant adventurer was my very first character, who was a bartender. The party met in the tavern and got the story hook there, left without paying their tab, so my character tagged along to make sure they succeeded so they could pay their tab (and he made some friends along the way).
That's amazing! If i wasn't a forever DM i'd totally steal that idea!
Or go the George Lucas route: Your character is a bartender. The Bad Guys burns down your Tavern. Now what?
You left the tavern for one tab? Hope you have someone running the bar. Probably steal it. Hope you trust them.
@@kyleanderson449 they drank a LOT of booze. Lol
@@shreddedyeet you should never let a tab get that big
The whole "mash up existing characters you like" is totally something I do. I'm currently playing an Oathbreaker paladin and I described her to my DM as "What if Brienne of Tarth gave up and became The Lich King"
I do the same thing! Those are a fun and wild extreme pair to bring together.
I hate when someone says a character idea that is so interesting that I am mad that I don't get to see it play out!
Agree 100%. My teenage Goliath barbarian is a mash-up of 2 anime characters, Inosuke and Goblin Slayer. No need to reinvent the wheel if I can have fun playing within a set framework, is how I see it.
I play a half elf cleric princess named Zelda Alagondar in my group’s Curse of Strahd campaign. This character was inspired by princess Zelda from the Legend of Zelda game series as well as Sansa Stark from Game of Thrones and the Royal Priesthood spoken of in the Bible. I also subconsciously incorporated aspects of the Bride of Christ in there. Over time she became her own character. During the campaign Strahd killed most of her family, endangered her kingdom (Neverwinter), toyed with the party, etc. We are almost done with the campaign now and my character is not the naive princess she was before. She has learned to be more active even if that means doing something dangerous or stupid. She has learned to not be so trusting and much more. One PC even taught my character how to follow her heart instead of duty or logic and it led to the two (Zelda Alagondar and Alexander Von Roeyen-Zarovich) having a wholesome forbidden romance in the story. Additionally I taught a few party members things as well. Overall, our party has become friends as a result of this horrific adventure.
My warforged is a combination of Data from star trek, and inspector gadget.
I once played a one-shot with a guy who rolled a Samurai who started the game avoiding the first combat, instead choosing to meditate upon how awesome he was. At every fork in the road he would insist on going down the opposite path to the rest of us. It was torture.
Oof. That type of character is the worst type of character.
Why didn’t you just let him go down that lonely road alone? While you headed toward to encounter? And if he wanted, he could come running to help?
Could be cool if the Samurai's initial opening to the campaign is him getting his delusions of grandeur absolutely shattered, and now his arc is picking up the pieces of his esteem while simultaneously earning the skills that match his prior ego.
@@genghisgalahad8465 "You go left. We'll be right behind you." Well, right, at any rate.
As a DM, my players are free to not follow the rest of the party to the adventure. If they don't want to adventure, they're free to stay behind. Just don't be surprised when your character doesn't have anything to do.
It happened once that the party was walking to the town's village center to do combat with the BBEG. The druid decided that with the combat going down, it would be the perfect time to steal some loot. In this small fishing village. With a population of less than 200. Anyways, they ended up exploring empty houses while the rest of the party had a badass encounter and fought/defeated the boss. So imagine my surprise later when this player later told me they were upset with me because I didn't let them participate in the combat encounter. The combat encounter lasted maybe 8 rounds? They argued that it was plenty enough time to hear the combat and run to the town center, which was decidedly far away from her position at the outskirts. Certainly more than the 640 ft of movement her maximum movement+dash would have gotten her, assuming she immediately knew what was happening the second it started. Which she wouldn't have. Because obviously.
But I digress. That player is not at my table any longer.
Familiars are great. During one campaign our DM would place random low level items and potions in the pack of our wizard. It took a while for someone in the party to figure out that the wizards imp, the little bastard, was pilfering from strangers and shop owners.
This created a very interesting "situation" for the wizard. Say nothing and get free stuff or verbally repremand the imp to avoid trouble with NPCs. This was a great roleplay moment.
Me: Damn, I'm out of things to watch that is longer than two minutes.
Dungeon Dudes 44 seconds later: We got you.
Lol, that’s EXACTLY what happened to me.
same
Straight up
My life
Now if only I could find a way to share this to my group without coming off as passive aggressive
Well, you _could_ say, "I learned so much from this! It's given me a lot to think about."
_Or_ you could drop the passive part and just say, "You all need to watch this and learn. I mean, damn."
@@DurandalsFate haha both valid strategies. Our first session was rough on the role play but. Like, damn guys could you just "yes, and" and make this less painful for everyone?
@@DurandalsFate that's what I did. I watched it for myself because I am a player as well, but more of a DM. I shared it to our discord chat and said, "this was a great watch for me, and I feel it made me a better player!" 'Nuff said.
be aggressive-aggressive. "y'all suck at roleplay, watch this, it's homework"
"Hey, check out this channel! They have great advice about D&D, and I've improved a lot thanks to them." And link to this video.
"The most interesting thing in a characters life shouldn't be in in backstory" is something I have said for years. THANK YOU
This video and the one on bonds and flaws also put into words ideas I've been trying to express for years. Frankly these two videos are compulsary viewing
Frankly, these guys' entire video outputs are compulsory if you wanna hear my opinion!
@@benjoffe948 agreed. I haven't watched all of their vids, but I've consumed a lot of them. I give them props for consistently having quality content week after week. They've easily become my go-to channel to watch over the past year.
@@Chefrabbitfoot Yep, agreed. And I haven't watched all their vids either, just wanted to make a strong point :P
I like to have something in my backstory that leads to a flaw in my personality *to be overcome*. Overcoming the flaw is the important part. I recently made an eladrin rogue who was cast out of fey society for her greed and materialism. She feels she can’t trust people, and looks out for herself above all else. But she’s about to be thrust into a great adventure with a group of people she’ll have to come to trust. It’s a shortcut to character development that leads to satisfying arcs.
@@kev_whatev Good idea!
I have a character that is the child of powerful magicians, and the parents cast greater sending at odd times.
“No, Mom, I am always careful.
No...
N...
Every day...
No, I am not attacking any dragons today,
I am always careful,
I gotta go....
Ye.. Y.. No, but I gotta go. LoveYouBye.”
That is honestly genius.
@@benjoffe948 Thank you!!
Ya I’m definitely stealing that if I make a wizard
@@omwnoobs1513 Lel. Just make sure to not make it their ONLY character trait, just use it as a spice to their uniqueness.
Wow, awesome idea! I have a character that has parents and a wizard mentor, so I'm gonna use it at some point
One quirk of my Inquisitive rogue is something she shares with the party artificer. Whenever they find something unusual, they experiment with it in silly ways, saying "For science!"
"This jewelry is fascinating!"
"Yes, that is a very fascinating necklace of fireballs. Do not heat it up or poke the red bits too hard."
Define silly
'That's roleplaying, baby' is by far the best part of this video :D
One of our players has a thing to remind him, when he as a player has doubts how his character would react in a situation he thinks to himself: "What Would Captain Flint Do? ". as in, Flint from the show Black Sails. It usually ends up as mayhem. But it always works and is always fun!
This is the way
My mother is playing for the first time, and she just created a D&D version of Mrs. Polifax, from the novels that she loves so much. She just has to remember that she's "an adventurer" and not "a spy with the CIA," but other than that, she can just ask herself, "What would Mrs. Polifax do?" and go from there.
She even named the character Emily Polifax, and I worked with her to write a D&D version of Emily Polifax' backstory.
I love the show Black Sails. People don't talk about it enough!
Great advise. I've seen so many players (including me) focus so much of their time and effort on their backstories that they forget that the thing they should really be focusing on is who their characters are right now, and not who they were in the past. The backstory should be seen as a decision-making and roleplaying tool and not as your character's story, because their story is gonna come out when you play the game.
Indeed, a good backstory is, "This is why my character is desperate enough for money that they are willing to fight monsters for it." ;)
I love roleplaying, but only with my most recent character did I realize how powerful a tool making them less expressive than yourself is. I have a fairly monotone voice, but when I made my rogue even more monotone, it worked so well at conveying who she is
I once knew a man, who upon being told he was hired for the job he really wanted, said in the most monotone voice, "I know it doesn't seem that way, but I'm really quite excited."
He had a problem with his thyroid, and just could NOT get actively excited about anything, apparently.
@@AuntLoopy123 That sounds like a comedy skit honestly. Love it.
My small dip into trying to roleplay was playing my Illusionist who would talk to his mirror images. The party found him in a tavern having a deep conversation with himself, but he thought his images were real. Tried to use a bit of my Psychology education to bring him to life.
While not exactly this, I had a character concept for a Sorcerer who would have conversations with themselves using something like Major Image, where the conjured copy vocalizes concept in the subconscious, while the actual person voices their immediate thoughts. The Image would speak and make proper mannerisms, mildly mirroring the caster. Never got around to doing it yet, though. Neat to see someone else has something like that in their mind.
That’s actually pretty neat
That's a really cool idea, but would the others want to team up with someone who comes across as mentally unstable?
@@VinceValentine when does any member of any party not come across as a LITTLE mentally unstable?
@@josiebianchi3481 What kind of people do you play with?
Thank you, thank you, thank you. Having resumed D&D after a several decade break the whole "be your character" thing was quite a shock. Back in the day, it never occurred to us to speak in the 1st person but that didn't make my characters any less real or beloved. It's nice to get past that niggling "oh, I guess we were doing it wrong" feeling.
I play with someone who is from the Ad&d era. most of us enjoy acting and speaking in first person (theater nerds...) He doesn't, but he has some of the best characters out of all of us and is a better role-played than most everyone at the table (~30 years of experience helps with that 🙂)
This is now mandatory viewing in my session 0 prep when I DM. Just sent links to a group starting beginning of May. Thank you guys so much for the great content and having such a variety of content types.
pov: you watch all of their videos and cry about not having a dnd party
I have a “Tome” prop that I use for my Pact of the Tome Warlock. I’ve written down all the spells and cantrips in my tome. It’s a fun way for me to immediately become my character when I open my tome at the table.
That is pretty cool
I’m stealing this idea!!
@@zinnylinnie00 As a wizard, draw a picture on one side of an index card and write the spell effect on the other side.
Once you get enough cards together, glue the edges to a strip of duck tape, and you have a little pocket book of spell.
Or just have a home made deck of many spell.
Some of my artwork from high school has been floating around for thirty years.
The slight mispronunciation of "mannerisms" implies a scarring past experience of when they witnessed a player strain their brain just a little too hard trying to get into character.
I love how this whole video is based on basically just being a decent human being.
I love being so early that there isn’t even a thumbnail, i feel special
I noticed that and I agree, I feel quite special
same, we are special
A cool idea for creating a character is to go against what is considered common. For example, I've thought of a Barbarian who is very empathetic, which ties into how she enters her rage, as she can feel the aggressive emotions of everyone, and she doesn't like fighting, even though she's very good at it.
Yep, that's a good idea, but A: Don't make that the only character trait of your character, and B: Make sure to not go a COMPLETE 180 to the common thing, otherwise it might loose some of it's charm.
But in general, yeah, that's a great idea for how to make a character feel unique! Barbarian Rages, for example are one of the most flexible mechanics flavor-wise, if you think about it, as long as you ignore the name.
Bro that’s an awesome idea and I’m totally going to steal it lol
I had a barbarian who was pretty much an idiot, and when he entered his rage he went into playtime mode with the monsters
@@evilsquirrel0573 HAHAAHAHAHAHAHAHAHAAH! I can imagine that'd be very entertaining to describe!
What I’ve found is that many people have opted to do the whole “turn common tropes on their head” character creation idea, to the point where these ‘atypical’ characters end up becoming tropes of their own. Sometimes they can be just as predictable as the thing they were trying to deviate from.
Not bashing on your character ideas. If it’s cool for you, have a blast with it. I’m just sharing my experiences with these sorts of characters.
“If they don’t trust each other and don’t like each other, it’s going to put a lot of pressure on Dungeon Master to figure out why all these people would be working together.” - whoah whoah whoah. Hold up. How is this DMs responsibility. It’s the issue of entire table. As the DM I literally say “You picked those characters. You figure out why would they work together. If they don’t, make new ones.”
The DM can’t allow players full agency of making their characters without players also fixing what they have done.
That's the exact point they were making in the video. Their point was that if the players don't do this, it makes life difficult for the DM, so the players need to consider how their characters will mesh with other characters in the party.
This is why I'm so happy to have Party Patrons in Rising and Tasha's. At session zero, I have the table agree on a Party Patron and that helps inform how they know each other and what specialized characters to make. It really helps to form a more coherent party in my opinion.
It also helps me fine tune the campaign outline I make based on the Patron.
Can't imagine a scenario where the rogue gets caught stealing for being shifty and goes "How do i get out of this DM?"
Bitch, you got yourself into this, it's not my problem. Want advice? roll a new character
Also, people that do stupid shit and go "it's why my character would do" aren't just being toxic, but also wrong. If a character is an experienced thief, it isn't going to pick pocket any rando in a tavern like a dumbass, an evil character that has feigned to be an ally for various sessions won't suddenly throw all away because they want a shiny from another player, etc
That depends. I think the real issue is bad plot and hooks from DM. When I am going to DM I will be building a rather elaborate world with multiple plots that they can choose to follow. Most of which are rather open to the players. For example the first one is how they all plan to meet is through recruitment to sail to “the new world” to find out what’s missing with the colony they sent out and haven’t heard from. One character just wants a bigger swamp for his people, one wishes to flee the government and sneaks on, etc.
Then when they get there a good chunk will be rp and survive (we’re doing hyper realism).
So it depends on what type of campaign, if you’re doing one you plan to be longer you’re gonna need more options.
And honestly I do not find it troublesome to make a scenario to help fit all the characters. Just takes a bit of creativity. And honesty after making continents, history of the world, etc… the start is hardly the biggest bear I’ve had to tackle.
Did you even listen to that section? They're saying that if bad players are doing that, it's unfairly forcing the DM to try rationalise the situation. They aren't saying that the DM *should* be responsible for that. They are saying that when bad players act like this, it negatively affects the DM and increases their workload.
I played a character with bad anxiety once, the poor thing was afraid of everything and everyone. But he also believed really strongly in protecting other people and he didn't really value his own safety. So I never had a problem getting him to follow quest hooks. I think a lot of it is about coming up with a character that fits the kind of game everyone wants to play.
I have a character like that, too! She's very shy and timid, but she's also basically decided that the only way she can justify taking up space in the world is by helping people and making herself useful to others however she can, so that's what spurs her to act in spite of her nerves. Still waiting for a chance to play her, so I don't know for sure how her story will play out, but I think it'll be fun~.
@@elsie8757 I definitely had a lot of fun playing Glory. Party interactions were always a blast. Even arguments, he really got off on the wrong foot with one of the other party members and the way they gradually came to understand each other was wonderful. It was really nice having him build up friendships as well.
The downside, compared to more optimistic characters I've played, was that I often felt much more anxious after a session getting into his head. Took a while to calm down afterwards.
So you played an anime main character 😝
@@jeffreyfinney251 Lol yeah I kinda did. We all had fun and that was the important thing. My current character is also a little anime-ish in that his main motivation is wanting to be the best at what he does. It works so long as you don't try to become the main character of the game and consistently support the other player characters.
@@lkriticos7619 it sounds fun. im just giving you a hard time . :)
Thanks for this video. Reminds me a lot of Matt Colville’s video on role playing.
Luke the reluctant hero, so what does George Lucas do to get our hero going? Barbecues his aunt and uncle and shows him their smoking corpses.
When someone else is having their moment in the spotlight, do not try to steal their scene. Also do not make constant meow noises in the background when someone else is having a conversation with either a NPC or another character as it is annoying and disruptive, even if you are a Tabaxi.
Something adjacent to the Tabaxi issue--if you are playing a Minotaur, you need not remind everyone else of this by mooing incessantly...even during Stealth checks. "My character can't control the mooing" is not an excuse.
As a smol kittens I take that pewsonawwy
If they think its fun and arent being obnoxious like interrupting others let them moo
Love that you guys say that it’s perfectly fine to take inspiration from favorite characters. Some of the best characters in our games had surprising base inspirations. In our current campaign, a quasi-Kingmaker maker campaign where we’re defending and expanding a remote village into a great city, my wife is playing a Goliath bard who is functionally Leslie Knope. Disarmingly positive, super energetic, and willing to anything to make her city great- but in the surprising package of an 8 foot tall burly Goliath who looks like she’ll grind you into the dirt while actually bringing rice krispy treats town council meeting.
They got to Tropes and Cliches and my first thought immediately went to "go for the eyes, Boo!"
A miniature giant space hamster is the best cliche
Minsc is why I gave the bard a pet mouse.
This video, particularly the section on Voices & Acting, is a freaking gem. Good job dudes.
The bit about voice acting is important, and also true even in a streaming setting. Just look at the Oxventure, with all the players keeping their normal voices and strange senses of humor.
I have DM'd sessions with players who were not about wanting to adventure. I've decided to thank them for coming, and proceed the campaign for the players that actually do want to play D&D.
I mean, there are campaigns about just RP on the spot and not much adventuring, specially political campaigns ("that thing... it scares me")
But this kind of shit has to be communicated properly
A note on the body language section:
Changing your position can actually change your voice a little bit. Partly through how your throat is sitting.
It can be pretty subtle, but it can help.
A good part of it is subconscious too lol.
You'll note that singers do it all the time when their trying to hit a particularly difficult note. (Its a bad habit, btw. Don't do it when you sing it strains you lol)
Try tipping your head back and forth as you talk to see for yourself. if you don't hear it try doing it more extremely, you can kind of self correct when you're conscious about it lol
I am sharing this to my players very new to D&D. They worry so much about not roleplaying "right" or "enough" and this video organizes the general things I say to them to assure them not to worry so much. Thanks for the great video (as always)!
Their suggestion of drawing inspiration from characters in books, movies, TV, whatever is sound advice. A few years ago, I played an elf Ranger whose personality I based on Nancy from The Craft (before she went psycho). I played a Druid who was loosely based on Fluttershy from My Little Pony:Friendship is Magic. In another game, my warlock is modeled after Serena, Samantha's cousin from Bewitched. All have easy quirks I can fall back on in a pinch because I know those characters so well.
Not everyone is a professional writer after all, taking ideas that have been proven to work can help a lot for the same reason UA gets play tested before being made official
It's so hard to get roleplay going with the group I play with simply because I'll start trying but everyone else is very okay just playing as if it's them not their character. Sorry if I worded that poorly, hope my point gets across lol
Been there. Sucks.
Larp, live action role play, I am a home body that prefer not to leave the house, so anytime I went out to a gaming shop .. I was In Character.
I normally play multi-class rogue/wizard with proficiency/ skills in preform( acting), bluff, and disguise. It is my protective wall with dealing with people and keep my personal boundry safety zone.
Unless I', playing White Wolf/ World of Darkness: Changleling the Lost where every character has some type of mental disorder. At that point everyone is really playing themselves. I found from playing D&D over the years, you get these people who write down on their PC sheets that they are neutral good end up playing chaotic stupid or just drift strait into neutral evil. Play Vampire the Masquerade/ Sabbat gave some good insight of the people I was dealing with. You have .. posers .. and then you have smug azz holes in self denial.
As I pointed out to people who don't RPG,
People who sit down to a gaming group .. know .. the whole thing is a bull zhit story, ..
On the other hand people who get drunk at bars and house parties end up believing their own bull zhit.
I like gaming shops over house games cause the lack of public drinking and public/ personal boundry are maintain.
Also dinning rooms get really small once you get around a dozen people in them.
Yeah, I had the same thing, all of my players play themselves. With arcane powers and oversized axes. But thats fine, even if they dont invent a deep backstory and stick to their characters imaginary traumas its ok. As long as they engage with the story and the world I dont really care if its JoeBob the depresed call center Wizard or Molaghar Dragonthorn the dragonborn paladin sworn to protect and uphold the tenants of bla bla bla... Being your boring old self with the ability to crack some skulls while stuff is on fire is enough for some people.
Offer them an alternative but dont be mad if they have fun as is, some people just like playing a powered version of themselves.
My biggest difficulty when playing a female character is I have a really deep voice so I can't even do a head voice too well without slipping into a bad pitch.
So for my female half-orc, I named her "Toff" and based her voice off of the Ember Island "Toph". 🤣
try speaking in a softer tone instead of a lighter pitch if that helps ^^
@@Malkuth-Gaming I thought that was implied by the "head voice".
Oh man, The Last Airbender! Zuko has one of THE best redemption arcs! Azula's such an amazing villain. And Iroh is just such a great character. Ah, who am I kidding? They're all great!
Toph approves.
Wish you were in my game!
This video actually helped me realized that 1) my favorite character that I've made, Arseris, is based on a cliché (chaotic neutral pickpocket rogue™) and I don't care because I love them, and 2) I subconsciously based them off of the main character of my favorite book series to an extent. Honestly this video just made me love them even more.
I'm playing a Echo Knight currently and the quirk that I have with him is, when he is by himself or really at a lost, he will look off to the side and start talking to his echo.
Im sorry for going off topic but the back of Monty's hair was living it's own life throughout this video. I was hypnotized.
Re: character voicing I found that my initial discomfort in D&D during my first major and long-running campaign unintentionally gave my character one of his hallmark key and quirky personality feats.
Early on I would always preface my interactions with my character name (insert action or response). It just stuck and now he speaks in the third person and is his own fully realized character filled with quirks and energy. Letting go of this self consciousness because I didn't otherwise have a voice or other identifiable trait, combined with my group encouraging me and coming to like the third person quirk, gave me space to grow into a more comfortable player. Now he has his own voice (later added because I felt ready and wanted to give him one), a defined peronsonality, and more. I feel more prepared to now create fully realized characters with whatever inclusions I want, free of consciousness.
Letting go of my high expectations of myself and being part of a welcoming group was probably the most influential element to me growing into D&D more and roleplaying better. I find the rest is just about excitement, research, and a DM collaborative discussion of possibilities.
Going back and watching this video, one of the favorite parts about my group is we all try to do different funny voices for different characters even though we all suck at it. Every time somebody starts a new voice the whole table gets a good laugh because we love it so much and it helps everybody be more comfortable with the idea when you get to laugh at yourself every once in a while.
Was watching a campaign online with my friend and they couldn’t believe how well the players/dungeon master did playing the game. Ironically.. it was actually You Guys, with Jill and Joe. I was actually watching Shadows of Drakenheim..
"[...] there are a lot of sources out there that are excellently roleplayed live-stream campaigns". Seems like a good time to remind everyone to watch the Drakkenheim campaigns!
I'm a big fan of those.
Thanks for this video dudes! I have been Dming for almost a year and take a lot of my knowledge of DND from your campaigns as well as Critical Role. I have been hopeing that my players would start "role-playing" better, and, after watching this video, I realize they already are! My players are not great actors, but they are playing their characters really well. So, thanks for helping me to realize that my players are awesome, and to shift my ideals on how a game should be role-played.
How to avoid terrible RP and 75% of the video is about how to have great RP. I really enjoy this one good job !
My end all be all for any character are:
1. You must be willing to go on an adventure.
2. You must be willing to be part of a team.
Any roleplaying that takes you away from those two rules isn't very helpful to the game.
Another guideline I like is "Be willing to act, rather than discuss how to act"
Leroy Jenkins!!!! :D
@@euansmith3699 Sometimes that's what makes things fun.
I would phrase it as
1. You must go on adventure
2. You must be part of the team
Their character can still not willing to go on adventure (as in the example of the reluctant hero) but for the sake of the campaign they have to go even against their will
@@iododendron3416 True. But I think you should always have something with your character that makes them willing, that's what I ment.
As the Dudes mentioned, nothing is more annoying than having to convince the party to go on the adventure...
@@TheAurgelmir I like how Robert E Howard's Conan stories often seen to start with, "Conan is fleeing from a pack of wolves, when..."
I am going to make a warlock kenku, who made a pact with Demogorgon, just because he wants magic powers to fly. He always wastes his few spell slots to cast the Fly spell on himself.
Tip: If you don’t have a moral reason, have a price. A character who might not care about defeating the BBEG or is too scared to go on the quest, have them be in it for the fame and fortune that generally comes with adventuring.
"stay home to smoke pipe weed and eat cheese all day" what a champion :D
Its a bit cringy but i like HAVE to put on a voice to get into character, it just helps me mentally
Hey, if it helps it helps, if I don't do a voice I just end up thinking like me
it's only crigny if you tell yourself it is. and if you want to give your charatcer a voice while keeping it simple, you can simply just talk either a little softer or harsher than you normally do. that can be enough for a voice.
@@darienb1127 My friend created a Paladin with a gruff voice and I created a Dragonborn Cleric, and as a result, we both talk to each other in-character sounding like same-y bad Geralt impressions and it was kinda fun. It's really hard to add that extra depth to the dragonborn voice to make it sound more unnatural and reptilian without hurting my throat, so that's how we end up sounding so similar.
@@AnaseSkyrider if you guys know who is who, then it's not really a problem. plus, plenty of people sound similar irl
@@darienb1127 Absolutely, but it was still funny to have the two grim growling grumbly men grimly growling and grumbling at each other.
monty, your hair is wild today
Thought the same. That beard always on point though.
Monty Fashion Watch is about to become a thing
Havent seen it yet, still on the ad....
Monty's hair was roleplaying a nuisance today.
Very John Belushi...I dig it !
I like how this is essentially a fight against the matt mercer effect lol
Yeah. Voice acting/acting can be a ton of fun, but it doesn't necessarily make you good at playing a character. And you can play a great character without voice acting/acting or even speaking in the first person! I'm in a game where most of us really enjoy the voicing and first person speaking, but one player just doesn't enjoy that personally. But his character is one of the most in-depth and interesting characters in the party!
I got teary eyed through watching the video. Especially when you mentioned the third person roleplaying. :)
I play with someone who almost exclusively speaks in the third person and he very well may be the best role-player at the table. I enjoy the first person acting/voice acting, but I learn a ton from him on how to create, embody and play out an interesting character.
This is a commonly asked question glad you guys also addressed it. The first 2 parts are incredibly important.
This video is worthy of a must watch. Shared it with my party.
I usually have a round about idea of what kind of person my character would be but only when I sit down and play through his experiences do I truly know who that character is
Finally video regarding Mercer effect and other Critical Role related problems in DnD community.
You do a great job Dudes. Keep it up!
dude, there have been hunderds of videos talking about this problem in detail for years now.
@@darienb1127 that's true. Yet haven't seen one from DDudes.
I just discovered your channel and wanted to let you a positive word.
I would even have read "How to easily play well in any Roleplaying Game" as a more appropriate title,
since you give positive advices, easy to apply suggestions, while underlining good values among players.
Your content is well prepared, well delivered, affordable for all and instructive.
You presentation, background, lighting and overall quality is noticeable.
Wishing you the best in your current and future projects.
One of the veterans in my group has an int 11 cleric. I'm a new player and I play a 20 Int Wizard. Because the cleric's player knows everything about the game, and everything about the setting, his character constantly talks about things no normal person would know, such as how magic works exactly, and literally everything, while I, the Wizard who has studied an archmage's library top to bottom in my backstory, am sitting there like: thanks for stealing my only character trait
If hes doing it in character then just scoff at his naive surface level peasant understanding of the mysteries of magic in character.
Have you talked to them about it or are you just sitting on that salt? Air your grievances or theres no point in having them lol
@@joeofdoom but here's the thing, he's not wrong. I saw a teleportation circle drawn on a floor by a novice wizard. I had to roll arcana to know what it is, and to know that it's drawn wrong. The cleric then walks in, and in character, asks the novice wizard "do you have the circle linked to another?" No checks, no nothing. He knows it irl but his character would have no way of knowing. Then, he goes off and explains that using a wrong teleportation circle can cause disintegration, or they can end up in the astral plane. Now I'm no D&D veteran, but how the fuck would an Int 11 Cleric know about the astral sea, and how the FUCK would they know the ins and outs of a spell they don't even have access to! Like bruh!!!!!
Well for one that shouldn't be your only character trait. Likewise, it also depends on both of your backgrounds. Nothing says that a Cleric wouldn't know about magic, there are literally Arcana Clerics. Likewise you being a Wizard means you've studied magic, not that you are the end all be all authority on magic. Heck, you might have studied and understand how to use magic better, but he's a better talker, so you let him explain your complex understanding of magic and thus translating it into layman. You can be Egon to his Ray/Peter.
@@LupineShadowOmega Knowing magic isn't my only trait, I'm the trickster illusionist, but for the Cleric with a 0 int to know more than the +5 int wizard (background: sage) with proficiency in arcana, without even rolling is preposterous. He was also explaining teleportation circle, which clerics don't have access to by the way. He's a twilight cleric, so no arcane stuff. My character's backstory is literally him studying magic non-stop for ten years. He has his own story, arc, and other personalities, but this much knowledge on a spell, and the astral sea is not something someone with a +0 Int (average Joe) would know! I'm not being petty, I'm just sad that people really don't care about Intelligence, and how it affects characters, cuz metagaming can replace a high Int stat for non-wizards
I made a High Int, Low Wis character but rather than making him like super airheady, he's got gifted and talented burn out and ADHD (Based on my own personal experiences with them). So he's intelligent but his brain processes things differently. And since i really dont know how my ADHD will affect me in real life...i roll a D20 and refer to an "ADHD table" based what ive done in the past. The irony of playing myself in game with more control of their life is just...astounding.
I'm someone who finds typical heroism corny and who generally leans into reluctant, flawed heroes. But, as you said, that can be really frustrating for DMs. It's the responsibility of players to give their PCs sufficient motivation to go on the quest and be invested in their team.
A good way around this is to pinch a bit of the Acquisitions Inc idea and make the characters start the adventure life as part of their job description. So maybe they've been hired by a franchise (or from a patron - my personal favouriteis Morgrave University or Dezina Museum as they both have the same goal to find artifacts, though the university is more in it to sell anything and everything on the black market but any place like those would do if you don't want to start at an adventure guild..or the newspapers that come with Eberron can be reflavored for other settings..journalists looking for the next story where they shouldn't be is another way to give motivation with a job description) to do the dirty work of investigating monster sightings, strange ruins ect. The characters then to start with need no more motivation that this is just so they can earn coin to put food on the table.... once they're comfortable you can start drawing them into the main story hooks (especially if it's around a mcguffin) and those ordinary coin seekers suddenly realise they're in for more than they bargind for and hopefully by that point they're more willing to go further and do some adventures outside the comfort bubble.
I always have one player at the table who's character is only motivated by getting enough coin to go drinking or something like that, so I make alot of stuff happen at these places where that character can not just only visit in downtime, but get into all sorts of trouble like bar fights ect that lead into other adventures. A good DM should be able to play on those things, but eventually the character has to let the others at the table find the adventure too
I typically rely on the trope of a parent, child or loved one is sick or missing for the reason that they are adventuring. It gives the dm plenty to work with and I usually throw in a childhood friend or rival for them to use.
Obviously Sir Zur Gideon the Magnificent is the exception with his 17 page epic backstory that is 100% bull crap and lies.
I assume the DM knows the REAL backstory he doesn't want anyone else to know, that will come and bite him in the butt, someday when everything seems peaceful.
@@AuntLoopy123 oh the players know he's full of crap too. Their characters don't.
@@jacobyspurnger8488 That's the best way to play a liar. And then, everyone can feel the joy of watching the lies unravel, while their characters respond, and maybe even have to deal with some real anger issues because of it, all while the players are high-fiving and having a blast.
@@AuntLoopy123 best way to "it's what my character would do" without being a jerk.
I'm fully convinced IRL that Sir Zur Gideon the Magnificent is the greatest character ever, maybe his enchantment magic has worked on me 🤔
Thank you guys this video has enlightened me on how i can roleplaying my characters.
honestly the best video on roleplaying i've seen so far. two things i personally like for my characters is to 1 make sure to have a core memory to draw from and 2 imagine what activities my characters take part of in their spare time.
As a new roleplayer this was very reassuring, thanks guys!
A general question to anyone out there. I'm playing a half orc barbarian with an 8 int and 13 wisdom. I think I'm starting to get a handle on how those are played differently, but I struggle with contributing to group decisions. I have ideas about what the party might do but I don't think my character would. So I guess what I'm asking is what are some things I can do other than remaining silent?
8 Int means he can't read, but could probably do math, and maybe he's really good with money. I used to babysit for a kid who couldn't recognize the numbers in a math book, but give him money, and he could make change faster than you could blink. Good thing his parents owned a store, and he was being trained to work it.
13 wisdom means he's just a little above average common sense.
My barbarian is the opposite. She has 16 intelligence (was training to become a wizard, before she ran away to become a barbarian) but a 4 Wisdom.
In battle, she will say, "Tactically speaking, this appears to be a logical time to rage. Rawr." But, if you touch her Issue #69 of Barbarian Weekly, she will be so ENRAGED that she will yell and scream and use her bonus action to climb up your body (she's a gnome), specifically so that she can bite your nose off, but she'll clean forget to actually use a bonus action to rage. She's too angry to think straight.
She's book smart and street dumb. Your barbarian would be more street smart and book dumb.
At 8 Int, he probably knows letters and numbers, but now how they go together to form words, and would be stuck with basic arithmetic, like "Apples cost 2 copper apiece. How much do you have to pay for 4 apples," he could probably figure out, because that's copper pieces, and he uses them all the time. He can count to ten, easy! "Eight copper pieces." But, write out "2 x 4 = " and he wouldn't have a clue what that meant, except that there's a 2 and a 4. But, if you want to ask him for relationship advice, he'd probably be pretty good at it, if not a complete expert. He'd give advice like, "Treat women the same way you'd treat men," but then not be surprised when you start arm-wrestling your crush.
"The Dudes try their hardest not to name-drop Critical Role"
My favourite character I've ever played was a paladin whose voice was a cross between Brian Blessed and Matt Berry, with a list of titles that grew and grew over time. Hector brought an energy to the table and encouraged others to come out of their shells too!
My step son (21) has been playing for a few years now, and I had limited prior experience when i was a teen (49 now). He came to us (his Mom, myself, and his 9 year old brother) asking if we would be interested in playing as he learns to DM, and we have been having a blast! His Aunt even plays with us now and our table ranges in age from 9 to 60, each of us having very unique role playing styles. I say all of this to say that your videos have helped so much in the evolution of our game play. I appreciate you guys so much. Thank you.
7:28 Hey kids, let’s rap. That’s right. I’m the cool teacher.
You guys really know how to keep your videos the perfect length, it's always a perfect deep dive without ever being boring. Amazing work dudes!
I would love to do a barbarian braggart who's done amazing things like wrestling the God of the Sea, but have him as a sort of unreliable narrator for his own backstory. Sure, that's what he thinks happened, but he really traded body shots the Dwarven barmaid of their house brew, and the dock master furious at him for breaking the new hoist
Great advice! One of my favorite characters to play is actually a really simple oned. Sometimes a simpler character can be more fun cus it's easier to know what they would do. Loud, confident/boisterous Triton Eldritch Knight that comes from a family of heroes. He was 15 when he started the campaign and was very naive, wanting to be the hero that could save everyone and just get strong. He went through a depression when he realized this wasn't possible in this setting, seeing a dragon and wizard destroy entire cities before his eyes. Now he's prepared to accept losses more easily, retreat, see the bigger picture when it comes to saving as many lives as possible, but he hasn't lost heart and seeks to become strong enough to never need to make those sacrifices again and to really achieve a level of power where he really can be that hero he always dreamed of, but he's aware that he's no where near that yet.
I love the recommendations about voice acting and mannerisms. Kelly and Monty are so good at it, it's amazing!
How's this for a role-playing moment?
One character in our game last week (A dragonborn moon druid) ran off a bridge, jumping after an escaping gargoyle. With a strength of 20 and a ring of jumping, he had 5 feet of movement left after he attempted to grapple the flying monster. He made the skill check! However the gargoyle managed to shake him off. As he was falling to what we all thought was certain death, he shape-shifted into a squirrel, managed to make an athletics check and landed safely on the jungle floor below!
Feel like the title of this could also be “understanding different types of roleplayers and learning to accept them”
This vid really helped me, thanks dudes
I'm only half way through the video but the section on seeking adventure helped me crack a huge block I'd been having in connecting with my character concept!!! I've finally figured out the change I needed to make to her recent backstory so that she really resonates with me
Hello, just got into DnD and your guides have been so helpful to me, they were informative and useful, thanks so much for doing what you do Dungeon Dudes!
It is one of the most toxic things that has grown out of the D&D community, the point about people saying that you 'need' a 'character voice' in order to roleplay your character.
As a DM I can enjoy a chat with a PC. But some of the most satisfying interactions usually comes from the people who narrate what their characters actions and words because they usually have *thought them out* rather than blurting out whatever come to mind. I've had to ask my players 'Are you really saying that?' more times to those players than the ones who narrate their character. A healthy mix of both is usually the best. Like:
'My character walks over to the Barkeep, I want to find out if there's any quests around. I sit down at the bar, ask for a beer and say: It's quiet tonight. You wouldn't happen to know someone in need of a good sword?'
Improv courses can do wonders for both players and DMs. They teach numerous skills that translate extremely well into TTRPGs. It can help DMs can come up with interesting NPCs on the fly, or help players with their own characterisations. It teaches the importance of listening and finding the interest in any scenario.
Talking about letting your character change and grow! My very first character was an adopted Dragonborn. His father was a human who ran the largest bank in the land and he was their mascot basically. He started out as a very idealistic and nice person.
In the course of the campaign, he grew more and more bitter seeing all the evil. But he just cracked when he found out that his father was financing the evil group. He just wanted revenge for being used and his father contributing to the evil.
So much fun. We didn’t fallow alignment, but we jokingly said he we t from Lawful Good to Neutral or Chaotic Good when it came to his father.
I played an older Halfing woman who was a power hungry politician, however she only really came to life after someone lent me a cane to lean on.
So Kelly's favourite Doctor is the 10th.
I always knew he had fine taste
I've been hearing about this grim stuff so much, I'm actually feeling like I want to see this stuff.
The 3 dungeon dudes campaigns are great examples of grim fantasy and masterfully done by all of them! Highly recommend given it a watch.
16:25 Ouch- This was **word for word** my first character at the table, and while I liked playing him, my own experiences were somewhat soured my the end of it. Jakhar, the twohanded weapon wielding dumb barbarian, who was just a gentle big beefy dude who had the unique misfortune of marrying an exceptionally hot smoking wife. Which of course was a hag that cursed him with a big old case of ugly and disfigured, all while exiling him from his home. Thus he developed an extreme prejudice against magic, and all those that used it to a comical degree. My catchphrase quickly became "Is it magic?" because of his naturally zealotry combined with the fact I had gameplay mechanics that rewarded me for hitting such things. A big reason I picked barbarian first was because I was naturally inclined to play a giga brained spellcaster, so playing a chad barbarian that couldn't think to save his life was stepping outside my own comfort zone. When I went into any encounter, combat or RPwise, my first thoughts were always "Hmmmm, what's the best way for disregarding my own critical thinking skills and self preservation?" Which shocking seemed to always turn out in my favor.
So after quite a few sessions which I thought were going well the DM and the one other player at the table were remarking that they couldn't remember Jakhar's name, all because he was such a "generic barbarian" which earned quite the giggle between the two of them. Let me tell you, that fucking sucked hearing. It wasn't overly malicious in the moment, yet it was the perfect amount of gas lighting to put me in my place as a newbie who felt like he screwed up his character, even though I know I didn't. Bonus salt to the wound, I got called out for bad roleplaying, yet the other player literally refused to roleplay "I roll for persuasion" case and point.
Recently had a game where a bunch of swords for hire were presented with a quest with little to no payment promised. Everyone around the table was saying "Nah, let's pass on this mission."
So my trickery cleric said "Let's go anyway. I am sure there are some valuables we can loot along the way."
It got the table on track to go on the adventure that the DM had prepared.
I mean that is neat roleplay, but the DM literally could have offered you guys anything. Especially knowing you are a group of Mercs. Heck, the BBEG lying to your mercenary company writes itself as a motivation.
"Hey, why are we going after this guy? Are we going to save the world or something?"
"Save the world? That rat bastard owes us money..."
I only played 3 sessions with this guy but I played a Cleric/Wizard named Chip who was more of a modern day nerd. His quirk was repeating whatever the DM said word for word when he investigated/observed something, ex. “You see a long red hallway with dimly lit candles along the walls and bloodstained curtains on the windows” “Guy, it looks like a long red hallway with dimly lit candles along the walls and bloodstained curtains on the windows.”
This is a gag that was funny and prominent enough to become an inside joke and is still used almost 4 years later
Fantastic video!
I find that a lot of people confuse "accents" with "voices." As you noted, changing the pitch or speed at which you talk makes a huge difference -- and prevents the stupidity of all dwarves being scottish. You can also change the rhythm or melody of your voice. In fact, when learning a foreign language, learning the "music" of the language is an exceptionally strong tool. Making one up is just as viable. The same goes for picking up expressions or rhythms in an British accent, for example.
That said, I find both accents and voices quite difficult to maintain. While I could just give up on it, I'd rather learn how to get into character (will be googling it right after this). Yet even before knowing how to get into character, I can see how important it is to do so. If you know how your character would be feeling, or what they might be thinking about in the back of their minds, it's much easier to decide what they might say or do in response to events around them.
I also like what you said about tropes and cliches. But it's also fun to subvert them -- which is a cliche in itself. As a player, I think it's good to flip some aspects of a cliche, at least part of the way. I've also found, though, that 5e gives you so many more tools than earlier editions, when creating your character. Even just reading the description of a race or subclass can provide inspiration. Then tying that in with their origin, ideals, etc can be incredibly rewarding. Interestingly, I feel the DM may not want to know all the detail of your backstory. Better to give them just a few hooks. In fact, some DMs will ask players to answer a number of questions out of a list. Asking, "what's your favourite drink?" led to me concocting a story of bullying at my monastery that led to a dare to enter a forbidden forest to gather berries for my favourite wine -- which ended up awakening my Shadar-kai heritage!
Now for that Google search... ;)
This was definitely a worthwhile watch, in one campaign I'm playing a tiefling light domain cleric. With her backstory it's a little difficult for myself, a single man in his early 20's, to relate to a 40 year old widowed woman.
So far what I've been doing is I switch between talking in 1st and 3rd person, really only busting out the 3rd person if a moment happens where I simply can't accurately portray what Kindle is feeling in 1st person (Whether that being my confidence or my vocal range). When I talk in character all I really do is talk in my head voice in a soft but stern way.
I really need to think realistically as to what fictional characters I can use as a fall back for her as inspiration and also think about how she's grown (considering we're about to hit level 9).
Great video!
What do you do when you're DM gives hooks that no moderately intelligent person would take? Like expecting your 2nd level fighter to go up against a pair of giants? My group has repeatedly had to turn hooks down because we knew our characters would immediately get killed and the reward would not be worth it...
Maybe trust that something will occur on the adventure to make it worth your while?
Maybe there will be a captured NPC or beast you can free that will assist your party against the giants.
Maybe you can loot a scroll that will turn the tide of battle, or lure them into a cunning ambush that makes their size a disadvantage.
Adventuring is not something a moderately intelligent person would do; every adventurer is at least a little foolhardy. Just because your bold idiot has an Int of 16 doesn’t mean they aren’t able to rationalise how they’re going to be able to get the better of their foes.
@@xySuperManxy Not to mention it makes for interesting RP scenarios with future NPCs. Going up against all odds and coming out on the other side alive and in one piece is not only what the adventuring party signed up for, but it makes them the talk of whatever town they’re in....if they decide to talk about it. For example, my party recently battled and killed two ogres while on the road to Thundertree several sessions ago. In our last session, we’re heading into Neverwinter and come across a guarded caravan and the guards are worried about rumors of ogres on the road. Without prior discussion, we decided to not tell them that we actually killed the two ogres because as a party, we had quite a bit to garner attention and we didn’t want to draw more towards us. So it created an interesting scenario that as a party, we are erring on the side of caution to try and fly under the radar as much as possible.
However, if it is a worry that your DM is attempting to send the party into TPK situations, perhaps then it’s time to take a session and instead of playing, have a Session 0-2.0. Discuss your concerns of the adventure hooks and get an idea of what’s going through your DM’s head. Being able to get on the same page before moving forward will alleviate the concerns and frustrations of not only the players, but your DM who maybe worrying that they’re doing something wrong and is trying to figure it out.
Barely winning the encounter is still winning.
So I’m a DM for a homebrew Bloodborne campaign that I’m still going through today but one of my favorite pieces of role play interactions is this running gag from our PaleBlood Hunter (homebrew class I found on Pinterest that I feel is a perfect Homage to the bloodborne character and give specialty in a creative ways) his name is Jack Connell he works as a Church hunter who knows blood ministration so he’s a healer but he and our bard dredge singer have this running gag of in combat trying to one up each other and they signify this by at the end of their turn giving their free action to give a side eye or just wink or something to the other so when its the others turn they do that back and forth if one is not in danger or somthing
I remember this Christmas one shot at my school where the rogue got a clue and wouldn't share it with anyone else at the table and we were stuck for half the session trying to search a house when we needed to go to a graveyard. Luckily I haven't played with that person since.
I can see behaving that way, and actually getting away with it, in a long-term campaign, but in a ONE-SHOT? Every minute counts in a one-shot. Most people would just say, "DM! This is unacceptable! Just give someone else the clue, so we can complete our adventure before we lose the table for the night."
@@AuntLoopy123 Exactly. Like I would have been ok with it a long term campaign. The person literally said he was going to try to solve the mystery by himself. Dnd is a team game, that means working together. But I did also like the session because I rolled a Nat 20 on my death save and got the final hit that killed the boss.
@@redwolf344 Sweet! That is so satisfying! Way to go out on a bang!
Where is that wiz tier list part 2? I need it. Been checking my yt every 5 mins 😅
Probably next Tuesday or Thursday
Yeah I don’t wanna put pressure on them, but I’m excited for it
Tier list videos are every other Tuesday.
They only upload twice a week, and to keep it fresh I've noticed they don't put parts back to back. It's a slower method and can be annoying waiting but they do a good job.
Understandable. Just really curious about the wiz classes.
thats what i like about the Matt Colville Chain of Acheron actual play, theyre a range of experience and comfortability with different levels of roleplay, and theyre clearly just a group of friends rather than a set of voice actors
My 1st time DMing a game, I straight up told my players that they didn't need to do voices. I explained that they should do what they like, and I was mostly doing voices so they could tell the difference between all the NPC's in the book.