We found these notes scratched into the wall of a solitary confinement cell in Arkham Asylum. We have no idea who wrote them, but decided to transcribe and archive them all the same. Read at your own peril.


Roleplaying: the act of playing a role. Refers not just to dialogue, but all the decisions and expressions of the character. So saying “this campaign will focus on roleplaying” doesn’t really mean anything. It’s a roleplaying game, roleplaying is all you’re doing. If your game is focused on improv and acting, just say that instead. Okay? Okay. Good. Moving on.

What Is Immersion?

Everyone wants an immersive game, creating vivid memories of fantastical locations and dramatic events. But what is immersion in RPGs? Nobody seems to agree. Let’s sort it out with some more specific terms.

LARP Immersion

LARP immersion is the feeling of embodying and becoming one’s character, like in a LARP. This can be a very intense form of roleplaying, and seems to be gaining popularity on the internet. There’s probably a connection between this and the popularity of watching RPG livestreams of actors with particularly acting-heavy playstyles. Then there’s the fact that the Player’s Handbook consistently refers to the character as “you”. So it’s no surprise that people want to blur the line between character and player. However, there’s a fundamental problem with LARP immersion:

It doesn’t work.

No amount of method acting is going to convince you in any capacity that you’re an adventurer sitting in a tavern with your party. This is because, when you get right down to it, you’re yourself, sitting in a basement around a table with your friends. Even if you dress up. Even if you do your character voice out of character (please don’t). In the end, RPGs aren’t stories acted out with actors on location. They’re stories told with words, like books. And so I recommend:

Book Immersion

Books paint pictures in your mind with words. We want to do the same in RPGs. The stronger the picture, the more immersed you will feel (in the same way you’d be immersed in a book), and the more memorable the game will be. The main thing to keep in mind here is to minimize the amount of above table discussion, keeping the game focused on the game, so to speak.

Imagine a group of people recording an audiobook together. The GM is the main narrator, and the players narrate everything related to their characters. As a player, you are also a narrator whenever your character acts. Remember this, and paint a picture of your character’s actions the same way your GM would. I repeat: you’re all narrators!

On the Topic of Dialogue

Dialogue and Narration Types

First/third person dialogue usually gets confused with direct/indirect dialogue. Here are the correct definitions:

First personThird person
Direct dialogueI go up to the bartender and say “Give me a drink, bartender.”My character goes up to the bartender and says “Give me a drink, bartender.”
Indirect dialogueI go up to the bartender and ask for a drink.My character goes up to the bartender and asks for a drink.

A lot of groups use first person when narrating their character’s actions. Why? Most likely, they’ve just picked it up from others they’ve played with. But it seems reasonable to assume that the original reason was to blur the line between the player and the character. In other words, LARP immersion. But in my experience, it doesn’t necessarily make you feel like your character. It just makes it feel like you’re doing the action instead of your character. This can lead to weird and uncomfortable moments when your character does something you wouldn’t. Especially involving interactions with other characters, which feel like interactions between the players due to all the first person narration. Thus, third person it is!

But what about direct versus indirect dialogue? To that I say, ¿Por qué no los dos? Follow your own preferences and use whatever feels right in the moment. Indirect dialogue is faster, and is great for glossing over unimportant conversations, and avoiding having to articulate things your character can express, but you struggle with. Direct dialogue lets you zoom in on the conversation when it matters, and is also a lot of fun. If you disagree, just do more indirect dialogue. No problem!

Functional Roleplaying

In a pre-written, non-improvised story, dialogue serves several purposes:

  • Advance the plot
  • Establish or reveal character
  • Establish context (exposition)
  • Set the mood of the scene
  • Reveal/hint at story’s theme

Not all of these are relevant for players in RPGs, so let’s alter and trim the list a little:

  • Advance the plot
  • Establish or reveal character
  • Reinforce or alter the mood of the scene

And in RPGs, this doesn’t just apply to dialogue. All of these can be accomplished through your narration of your character’s actions. Let’s see some examples.

Advance the Plot

Anything your character does or says that moves the game forward. It can be opening a dungeon door, asking an NPC for info, or discussing the party’s plan. It doesn’t specifically have to advance the main plot; you could also advance a side quest or your character’s personal agenda. As long as the game is moving along, you’re probably doing this. Good dog.

Establish or Reveal Character

Your character doesn’t just do stuff. They do stuff their way. They say things only they would say. They have their own unique personality, motivation, quirks, and mannerisms. Establishing or revealing character is when they express that. It’s when they show or tell us who they are. Without this, they’re a character without character. A blank-faced humanoid blob T-posing silently through the dungeon.

So do this a lot. Then do it some more. Every time your character does something, think about what their unique way of doing it is. How do they walk? How do they breathe?

Of course, this also covers establishing and revealing details about your character by directly talking about them. Scenes where the group sits in front of the campfire and share stories about how they became as screwed up as they are. You get the idea.

Reinforce or Alter the Mood of the Scene

The GM sets the tone and the mood of the scene. It could be a relaxed shopping scene. A spooky horror scene. An intriguing locked-room murder mystery scene. When you’re describing your character’s actions, you become the narrator (remember?) Then, the tone and the mood is in your hands. Don’t fuck it up. This is especially important for scenes full of tension, drama, or dread. Describing your character’s careful, anxious approach helps build tension in a horror scene. Describing their impressive skill with their weapon makes the combat scene more epic.

Summary of Functional Roleplaying: How to Narrate Your Character’s Actions

  • You can take actions and say things that advance the plot, or teach us something about your or another character.
  • No matter what you’re doing, consider how your character does it in their own unique way, and how your narration can support the mood of the scene.