I've been running a DW campaign for about eight months now at the local game store (Massachusetts) and I love the system and some of the roleplaying that's been achieved around our table, but I'm hitting a few social snags. Because I run the game officially for the store (discounts are delicious) I have to allow anyone that would like to to play, which results in a playgroup that is:
- always changing
- occasionally enormous
- inexperienced with roleplaying
The first two hurdles are easy enough to deal with or ignore for me (or at any rate it feels that way because I've been doing it so much) but I'm having problems getting some people into the roleplaying spirit. Deathwatch has some great mechanics that try to overcome this, like the Demeanor system (thankyouthankyouthankyou) but some of my players would rather just spend fate points than spend ten seconds in character. Unfortunately one of the worst perpetrators of this is trying to play a classical U-marine Tac-marine that is semi-consistently squad leader. He in particular has refused to my face to role-play.
How can I get my players to stop playing a turn-based strategy game and start playing a role-playing game?
So far my ideas on the subject include:
- Squad leader term limits
- One mission where I disallow the spending of fate points, forcing demeanors to be used.
- Requiring that all fate points be roleplayed.
- Having characters speak in past tense: "I raised my chainsword and charged!"
I have had more than a few runs that simply did not involve combat, but I've found that during those my more RP-oriented players do all the talking and I worry that the rest feel bored or left out.
Advice on implementing these ideas/other solutions are greatly appreciated!