My approach to TRPGs is roleplaying-focused--I think that what TRPGs can uniquely handle relative to other games is roleplaying and storytelling. Storytelling is the province of the GM, but roleplaying falls to the players. Rich roleplaying helps tell stories in a more complete scale, and it only takes a little bit of practice to be a strong roleplayer. Follow these tips and you'll be prepared to fully inhabit your character at the game table as the story develops around you.
The first quality of great roleplaying is a focus on performance. Try not to think about your performance as being something you're doing for an audience; your goal should not be to get your fellow players and your GM to appreciate what you're doing, but rather to enjoy yourself in the game. But the fact remains that you are in a sense performing for the other players and the GM, and honing that performance for them will enrich everyone's experience at the table. So how can you tailor your performance so that it reaches your fellow players?
The first ingredient is how your character fits into the campaign. Is your character someone who drives the story forward or complicates it? Being aware of this detail can allow you to play the scenes in an appropriate way. If your character drives the story forward, they can take details of the plot and relate them to the way that the plot progresses. An example will help clarify:
Let's say your character is a paladin who is driven by all that is good. Your campaign revolves around clearing the world of a particular type of evil enemy. The paladin is contributing to this actively by agreeing that the evil enemies need to be destroyed. So as a roleplayer, you get behind this goal for reasons that fit your character: your paladin takes the direction of destroying these enemies seriously and talks to the party, trying to convince them that they must help destroy these enemies. You are leaning into the direction of the story, so you act and speak in support of it. This is basic roleplaying.
But let's say that instead your paladin is a rogue who is driven by all that benefits them. Your campaign still revolves around slaying the evil enemies. But your character doesn't exactly align with slaying all the enemies--the profit of doing so is negligible and your rogue thinks that the enemies are better left alone. So your character is complicating the story: you as a roleplayer voice the opinion that things are better left as they are and resist committing to killing all the enemies. You are leaning against the story, but by doing so, you have created a new story, one about your conflict over killing the enemies. This new story allows you further opportunities to roleplay as the other characters voice their own opinions.
But now we have a division in the party. The paladin wants to slay the enemies and the rogue is reluctant to help. This leads us to our second consideration in roleplaying: advancing the story. It's perfectly possible that some members of a party will disagree with the others about how to advance, but we also don't want to spend an entire session arguing about what to do and ending up without a decision. So we compromise. Either the paladin or the rogue must capitulate to the other in order for the story to go anywhere. So as a roleplayer, we make the concession that we have voiced our opinion and that the party as a whole is leaning towards a certain option. And in the interest of advancing the story and keeping the peace between the players, we decide to agree with the other players; even though our rogue is opposed to killing the enemies, the rest of the party agrees with the paladin. It's better to agree and compromise roleplaying a bit than to commit completely to a disagreement.
And this roleplaying compromise ends up being fairly minor. The rogue disagrees with the end result, but you still get to roleplay their hesitation and their preferred actions. Your compromise will be remembered by the other players, who now know that your rogue prefers not to target all the evil enemies around. This is a successful performance. You set out to portray your rogue faithfully, and you did. Mission accomplished. This is how to roleplay in the broadest sense, in terms of major game decisions.
But roleplaying can work its way into any player decision. Let's say that your character is a bard who plays the lute, and a band of musicians enters the tavern where you are and begins to play. As a musician yourself, you are likely to take an interest in the band one way or another. So during the scene in the tavern, you could roleplay that your bard moves closer to the band during the performance and tries to speak with the performers after the performance. This would open further roleplaying opportunities as you meet the band and learn more about them. This is intermediate roleplaying.
This is an example of a roleplaying moment that doesn't necessarily affect the story in any given way, but potentially could. And that's just fine! You don't need every roleplaying choice to become a major part of the game--you're just portraying a person with as much detail as possible. Once you've started to make decisions like this regularly, the GM and the other players will anticipate your character's personality. With the bard example, you might establish that your bard is intensely interested in all music, even minor moments in song. Roleplaying these moments consistently would mean that the GM could describe someone whistling in the distance and everyone at the table would turn to you to see what your bard does in response. This is part of the fun of roleplaying: getting so in-character that your character becomes real to other players. Not only does it allow you the chance to *be* your character, but it allows the other players rich roleplaying opportunities when they interact with you.
You may notice that rich roleplaying like this can slow the game down. All the time spent in-character means that the story is not advancing at full speed. This can be fine, depending on your group. If your GM is running a roleplay-heavy campaign, this should be invited and celebrated. If you're in a group that focuses more on combat and tightly-scripted stories, you should probably speak with your GM to decide how much roleplaying is invited in your game; speaking with the other players can help too so that you can get a sense of who wants to have in-game conversations at length and who just wants to get to the next dungeon. Try to meet people halfway, just as you would want them to do the same for you. TRPGs are a collaborative format, so work with your group to find the right balance.
If you are in a roleplaying group, it's always possible to take roleplaying to the next level. Again, it helps to work with your GM on details like these. If your GM and player group agree that the focus of the campaign is roleplaying, then dive in and get as invested as you like. Here's where the next part of roleplaying allows you to access advanced roleplaying and its benefits.
Backstories are an often-ignored element of roleplaying development. I've written before about how to develop characters for roleplaying, and the big key is developing a rich enough backstory that your character has a realistic range of responses to things. In the linked article, I explain the lengths to which I went to create a vivid backstory for my cleric Zig--you can and should feel welcome to create as much as you like, but there are certain points you should always include in developing a backstory for your character:
- What is my character's family like? Friends? Work associates? Even a loner is likely to have a few connections here and there, and the average person will have at least five major people in their lives. Mix up the "tragically alone" backstory that most characters have and design a few people in your character's life. Determine not just the relation but also what these people are like and what kind of dynamic they have with your character.
- What does my character do to sustain themself? Sure, they're an adventurer, but how exactly do they pay the bills? What did they do before doing what they do now? How do they feel about these kinds of work?
- What are your character's major life events? Even young characters have been alive for a few dozen years, and a lot is likely to have happened in that time. I advise you create a major life event for every 3-5 years in your character's life--things like moving homes, meeting friends and loved ones, finding new jobs, serious accomplishment or setbacks, any of the tragic events that tend to make up a character backstory.
- What are your character's values? I don't just mean this in terms of alignment or some other measure of morality. I mean, what things matter to your character? Family, wealth, independence, faith, nature, violence, tradition, humor--what does your character appreciate, get bugged by, or feel indifferent to?
- What is your character experienced in? You may decide this before or after designing your character's stats, but you should be able to answer a few questions: What are they really good at? Pretty okay at? Terrible at? How did they get good at the things they're good at? How do they feel about doing things they're not great at? How confident are they at what they're good at?
- Once you have determined the identities of the people in your character's life, you have lots of options. The GM could add them to the story if appropriate--don't be afraid to ask them to. You'll also have a host of memories of each person that your character can describe in the game, which will make them seem more richly detailed. You might roleplay, for instance, that a certain vendor reminds your character of their mother, and so they frequent the vendor's stall out of a form of nostalgia. With details like these, you can roleplay in a way that makes your character's past and present much more colorful.
- If you know your character's work history, you know their attitudes on work-related tasks. Perhaps your party needs to patch up a boat with a damaged hull; your character has done woodworking before and hates it, so they reluctantly agree to work on the boat, but go about it in a sour mood. This is much more interesting than "I fix the boat."
- Once you know your character's major life events, you have a host of things that have colored your character's opinions. Let's say you've decided that your character was scammed by a con artist years ago and lost almost everything. Now there's a street performer who seems to be trying a quick change trap. Your character has a serious issue with this, and now you can respond to the street performer in a way that's realistic to your character. By another token, your character might have spent a brief period of time as a street performer and take pity on them. It all depends on who you've decided your character is.
- Character values are perhaps the most common and easiest roleplaying moments. Much of a TRPG is centered around making choices about moral issues, so knowing your character's values will allow you to make those choices meaningfully. Let's say your character broadly approves of tradespeople but takes specific issue with predatory pricing. So when a tradesperson offers a steep price for something, your character must now balance their respect for tradespeople with their distaste for being overcharged. This complex moment is really only possible if you have developed a rich set of values first.
- Your character's experience allows for both strategic planning and rich roleplay. If you've determined that your character is an amateur woodcarver, then you'd get a boost to fashioning a wooden peg to hold a fortress door in place. But you also get to carve when you have downtime, wield a carving knife in tense situations, sell the occasional carving, and talk knowledgeably with other carvers. Each character detail can be useful in various scenarios, and it's well worth deciding what your character is good at that skill bonuses don't always measure.
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