[RPG] How to encourage players to role-play using their ability scores

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The physical ability scores (Strength, Dexterity, and Constitution), haven't been much of a problem. Feel free to include advice on role-playing these scores as well though.

When it comes to the mental ability scores (Intelligence, Wisdom, and Charisma), it's been a different beast entirely.

I've witnessed many players role-play as if their mental scores (low or high) don't matter, even after pointing it out to them. I've heard responses like, "Even though my Charisma is a 7 I don't have to play it that way as long as I roll good". I answered by letting him know I'm not opposed to a character with a low stat rolling good, in fact it makes for good role-play, but you still have a low Charisma and that matters, at least how the world perceives your character.

To be clear, I do not want to dictate the actions of their characters. My understanding is that your ability scores are tied to role-play (the whole immersion thing). You want to play Paul Bunyan and act like your strength is a 5, go ahead. The world around you will believe your insane, a liar, or both.

In your experience what methods have been helpful to deal with this issue?

Best Answer

1. Communicate your expectations with the players out of game

You and your players seem to have different expectations for how their character sheet should influence their roleplay. To you, it's immersion-breaking when a character acts differently than what their ability score suggests. To others, ability scores are just numbers that define mechanics and statistical outcomes, and don't directly restrict roleplay style.

It would benefit your campaign if you held an out-of-game discussion to directly address your roleplaying expectations and concerns. Discuss how you think characters should behave if their Intelligence, Wisdom, or Charisma is notably high or low. Get feedback. Make sure your players' preferences are in sync with yours.

Note that it may be an uphill battle if your players disagree. While a PC's ability scores affect what tasks they can do and their likelihood of success, they don't dictate roleplay or how the player should act out the character's thoughts and choices. Strictly speaking, it's the player's choice whether or not the PC's mental ability scores affect their roleplay, and to what degree. Assuming they wrote the character, they probably know best how the character would act and behave.

2. Use checks when players roleplay differently from their ability scores

If you want the ability scores to matter more, then include more dice-based challenges. This is where you have the system mechanics on your side. Characters with low WIS are less likely to succeed an WIS-demanding task. You can also prompt players to make checks, and then you can intervene regarding their character based on their success or failure on the check.

For example, if a player forgets or misses a clue but their character has high INT, have them make an INT check. On a success, they get a reminder or hint from the GM.

These checks can also be used (albeit sparingly) when players roleplay above their PC's capabilities. If the low-CHA character delivers an eloquent speech, ask them to make a CHA check or related skill. On a failure, you narrate that the audience wasn't particularly moved.

When intervening this way, make sure to use the “Yes, and” style of narration. Yes, the high-WIS druid walks toward the spider cave, and then has a flash of insight and realizes it's a bad idea. Yes, the low-CHA barbarian tries to speak politely and articulately, and the duke dislikes their untidy appearance and finds the speech unsettling. This way you still respect player agency, while maintaining narrative flow and nudging them to act more in-character.

3. Give in-game rewards for good roleplaying

Another way to encourage players is to give in-game incentives. Avoid big rewards like bonus XP, because that can seem unfair and subjective; from my experience, GMs who give roleplaying XP may seem biased toward certain players, which quickly results in player frustration. Also avoid punishing players for what you consider bad roleplaying. Accusing players of bad roleplay when they are putting effort into roleplay could discourage them from roleplaying at all.

Instead, reward players for roleplaying in character and maintaining immersion. Use small rewards, like a temporary circumstance bonus for roleplaying in accordance with the ability score. This could encourage players to roleplay having low stats. They're already disadvantaged mechanically, and a temporary bonus would increase their odds of success.