[RPG] How to get players to care about their and each others characters and play them like they are actual people

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This question made me think about a problem I have been having that was brought up last night during a session.

This session was the first of a new campaign I was running, with the party meeting each other for the first time when summoned by an absent and unknown to all but one person employer. As soon as they were all together they opened the sealed instructions asking them to investigate an ancient tomb. Right away they walked out of the meeting place and to the dungeon and started performing their tasks (setting up marching order, searching for traps, asking the wizard to detect magic, etc) without even introducing themselves. On top of that I told them in their hooks that they had never set foot in a dungeon before or even been on an adventure before.

This brings me to my first question, the group acted like seasoned adventurers and best friends right out of the gate, which is true for the players but not the characters. How do I get my players to play their characters like they are real people.

Later in the session two members of the group got separated from the group unexpectedly. Instead of anyone being concerned they all continued about their business without any serious desire to recover the missing members. The larger group continued searching the room they were in for treasure and the two separated started searching the new area, which contained a monster that killed them both.

This brings me to my second question, when the group was separated they did not think anything of the danger that splitting the party could cause. How can I get my players to care about their own and each others characters.

Best Answer

Are you familiar with the Same Page Tool? It sounds like you had expectations that you tried to convey subtly to the group in-game, but this wasn't overwhelming enough to overturn their existing expectations or the conflicting messages being sent by your campaign kickoff's dominant tropes, so you weren't on the same page.

Getting on the same page is the first step toward your players having their PCs act like real people – you can establish your expectation, and the possibility, that they can ignore the common game-like meta structures that are often taken for granted around a roleplaying game. Things like they are all a party and cooperate and they're aiming for survival of their PCs rather than character embodiment are common assumptions that are often necessary for certain kinds of campaigns, because it is easy and expedient to say that some play possibilities are "off limits" in order for the group to focus their game time on the fruitful voids of the campaign.

What appears to be the problem is that you have tacitly broadened the fruitful void, without notifying the players of this strongly enough to make them set aside their (productive, functional) RPG-playing conventions. On top of that you set up the campaign with a very standard "form party, loot dungeon" structure, which strongly conveys a standard "dungeoncrawl campaign" set of expectations that are the opposite of what you seem to have hoped for.

How to get them play their PCs like real people is then a two-step process: first, clearly grant them the breadth of allowed play possibilities necessary to be able to play them like real people. Second, cultivate a group value of character embodiment.

The second is the hardest part actually, and the how can't be covered here because the barriers to doing that are personal and depend on your players. Given that they haven't even yet become aware of the possibility with the first step, I have no data to even begin giving advice on the second.

So, that makes the first step very important: get on the same page, eliminate the assumptions about how to play a dungeoncrawl-type fantasy RPG, and replace those assumptions with explicit understanding that you're aiming for humanist drama in a fantasy context. Once you've had this conversation, only then can you even find out whether your players are interested in embodiment-focused play and what their individual barriers for that are, if any. Be aware that they may not be interested in this kind of play; be prepared to have a conversation that is about negotiating a common ground, and it may not lead to the sort of play you're looking for. It's possibly you'll all get on the same page, but if you can't, that may mean the group can't continue – but that's better than forging ahead with conflicting expectation and play goals.