From: luther@ohstpy.mps.ohio-state.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Repartee in Gaming
Date: 14 Sep 92 05:26:31 EDT

In article <BuBxuF.B4A@acsu.buffalo.edu>, v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!) writes:
> When I got in on this thread, I thought I had a great idea, and based on the
> two very nice responses so far, it seems to be being well enough recieved,
> *but* I made one small mistake.  I neglected to define exactly what I refer to
> as repartee in gaming.  For the record, my players have no difficulties in
> engaging in conversation between themselves or with the various NPCs they
> encounter.  What I am seeking to promote is my players engaging in the classic
> 'conversation' between themselves such as we saw in Star Wars...
> 
> Luke - They're gonna kill her!
> Han  - Better her than me!
> Luke - She's beautiful...
> Han  - So's life.
> Luke - She's rich....
> 
  [other examples deleted]
> 
> Skeksis

         There are a number of ways to encourage this sort of thing.  (Of
course players don't usually have clever scriptwriters working for them so it
might not always be as "classic" as you might wish.)

       1)  Have the players describe their characters' basic personality traits
           to each other.  ( Luke is naive and heroic.  Han is greedy and
           cynical but with a heart of gold.)  Encourage them to use examples
           from popular films and books.  This will help everyone think of
           "classic" things to say.  ("Hmm - What would Luke say now?")

       2)  As another poster suggested lead by example.  You have to hold up
           your end of a "classic" conversation.  Remember in many films the
           bad guys have all the best lines.

       3)  Extend the "classic" idea to descriptions of actions, expressions,
           clothing, etc.  Don't let the players get away with statements like
           "I hit him with my sword."   It is hard to think of clever things 
           to say when it seems as if everyone is woodenly executing some 
           small set of actions.  To encourage this you might require the
           players to describe how they are attacking, running, talking etc.
           Depending on how good, original, in character or whatever the
           description is assign modifiers to their chances.  A PC who walks
           woodenly up to a foe and swings his sword is probably not going to
           hit. 
              
        4) Lastly, you might want to rent a couple of the films that you think
           have good examples of "classic" conversation and show them one 
           night.  It will give your players a better idea of what you want
           and might also supply some good examples they can think back on 
           when their character needs a witty line.

                                        Good Luck
 
____________________________________________________________________________
Bryan Luther                          |  
Internet: Luther@mps.ohio-state.edu   |  "Oh no, I've said too much.
        : Luther@lampf.lanl.gov       |    I haven't said enough."
Ohio State Univ. / NTOF at LAMPF      |           -R.E.M.
____________________________________________________________________________
                                         
Newsgroups: rec.games.frp.misc