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Having the most wonderful and interesting character in the world is no good if he or she is going to sit in a corner and stare at the wall all day. To really shine a character has to go out and interact with the world around him and just as importantly the people around him. This does not mean every character you make has to be a social butterfly, but it does mean that they have to be willing to interact in some way with the people they meet.

Thankfully interaction usually comes pretty naturally to people once they get over any nerves and get into the swing of things, so I'm not going to write a ten step guide as to how to interact as a character. What I am going to do is warn you of some major hurdles/pit traps involved and give a couple of pointers which seem to work for me and some people I know.

1. Don't plan out your characters behavior too much. It's no good having a whole heap of actions and lines thought up for them if they're not going to be presented with the opportunity to use them. While it's great fun to think of stuff you'd like your character to do, don't rely on it otherwise you'll start to find yourself manipulating situations just so your char can say a cool line (and we're in the business of roleplaying, not making bad action movies.)

2. Background stories work best when they are allowed to release themselves. No matter how brilliant or how wonderful your character's background is, it's not going to appeal to people or get the full effect if it's constantly delivered at every opportunity as a dramatic soliloquy.

While there are many character types that are usually happy to talk about their past, usually ones with little or no skeletons in their closets, there are many others such as rogues and outlaws in general have good reasons to not do so, so getting a story out of them should be like pulling teeth. Rest assured though, when such details are pulled free the people who pull them will saviour them, the rules of supply and demand apply in roleplaying as well as life.

3. Character interaction is not a competition unless the character makes it that way. There is no need to be the toughest guy in the room all the time unless your character feels a need to prove it, nor the most flirtatious woman nor the mischevious kender. Attempting to outdo people at being their characters can only lead to trouble and anoyance for all parties involved. If you don't believe me try to think of how anoyed you would be if you had someone following you around doing everything you did an exagaretted fashion. That's right, imagine you had your own personal mime.

4. Always make sure you know what your character is feeling, and if you don't know, find out. All interaction basically boils down to a constant response to stimuli, so in order to give the proper response, you need to know what the stimuli is. You can't roleplay something you don't understand, so if something bizzare happens to your character... say they are transformed into a gecko with cute toes, then it would most certainly pay to find out some basic info about geckos such as how they respond to threats and whether or not they can see in colour.

5. Never fall into the trap of believing that interaction means you have to get close to the person and go up and talk to them. A character who is unnerved by magic hence takes great pains to not talk to or get close to any mage they see is just as much interacting with the magician as one who thinks that mages are fun and wants to know everything about him. Particularly if that character is paranoid to the nth degree and ends up unnerving the mage by keeping one eye on him.

Even sitting in a corner of a tavern and paying careful attention to what goes on without talking to anyone in particular is interaction and can make things interesting. It can draw people's curiousity as to how you are and why you do it. And if a character is paying attention, then it goes without saying that they will react, if only subtly, to what is going on. Think of an audience at a movie or at a show, they move and react when they're interested, and yawn and look around when they're bored. The same goes for the guy in the corner.

6. Try to make your character's behaviour, mannerisms and reactions as unique as they are. Everybody has their own particular style of doing things, think about all your friends and family, does each one of them walk the same, talk the same, sit on the couch the same? How people move and relax can say a great deal about them. Do they always sit up straight, or so they tend to stope their shoulders? Do make very definate movements, or do they do things half heartedly? While it's not necessary to describe each action in excruciating detail, a quick mention here and there can go a long way.

7. Never forget the importance of body language, both major and minor. A blink can mean just as much as jump at times, as can where someone puts their legs or where they rest their hands. Gestures and at times, lack of them can speak volumes. So can what people don't react to. A warrior who is desentised by violence and gore is gonna show it by barely responding to it when he sees it, hence give people the impression he's used to seeing it. A highly disciplined character who prides themself on non-reaction is going to show it by not doing more than batting an eye, hence really get people's attention when he does react to something.

8. Have fun. That's the whole point, so don't play characters who react to people in ways that you don't like them doing. If you don't like a playing a character who doesn't talk to people, don't play one. There's no shame in retiring characters because they're no longer fun to play, there is most certainly not some code of conduct or standard that says you have to keep doing it.
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