kdresser wrote:What of those who try to give convincing dialogue but aren't as dynamic, creative, or spontaneous?
A widespread misconception in RPG circles is that the word
role-play in the phrase
role-playing game means
acting. That is not its origin. The word refers to your taking on the role of a character. YOU are the character. YOU make his or her decisions. Whether you're capable of spouting "Forsooth, verily, m'lord" or can only manage "umm... 'kayyy..." is irrelevant. You can just as easily declare your speech indirectly ("I ask him if he knows of any good inns in the neighborhood") and you're still role-playing.
Players call for tasks to move encounters along in
The One Ring, and the process of declaring a task is spelled out in great detail on pages 139–142 of the main rule book. Study this section carefully, and don't think, "Yeah, yeah, I know how to make a roll." The given procedure has been designed to answer your very question.
At the beginning, the player must state his intent: he must describe the task, declare a skill to accomplish it, and explain the general goal of the task. A player might not be so precise, so the Loremaster should interpret whatever the player says into these things. But the player basically "narrates" what he WANTS to happen at this point. If he wants to make a speech, this is a point at which he can do it, but speeches are just one way to describe a task.
Once the roll is done, the consequences happen. When the roll is a success, the PLAYER narrates what happened. On an ordinary success, the player can only narrate what he originally described in the intention phase. Since he may have already described what would happen in enough detail, sometimes it is enough to say, "I succeeded," and move on. This is also another time he can make a speech, if he likes to do that, as part of his narration. On a great or extraordinary success, the player is at liberty to decide on even better consequences than what he tried to get, subject to the approval of the Loremaster. As with the intentions phase, a player might not be interested in doing any narration himself, so the Loremaster might do it for him.
On an unsuccessful roll, the LOREMASTER narrates the failure.
So in summary, forget about giving bonuses to players who can give good speeches; that's not what role-playing is about, that's acting. Reward good
ideas, not good speeches. During encounters, when players want to affect the attitude of a Loremaster character, they need to call for tasks, and they get to declare their intentions first, then narrate their successes afterward, or the Loremaster gets to narrate their failures afterward.