Helping Players Get Some Character Into Their Character
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Helping Players Get Some Character Into Their Character
Ok, so my players really have a hard time getting into any sort of character. The problem is, that the characters they make just have no character at all to play into. I've got one idea that I've discussed with one of the members already and he's psyched about it. He loves it and wants me to implement it, I do however want to run it by you guys to see what you all think.
Ok, so basically I was thinking that at each new level of experience the players will not be allowed to level up until they answer 4-6 simple questions about their character. For two of the questions I was thinking the players would need to choose both a strength and a weakness for their character. Weaknesses could include being near-sighted, allergies, sensitive teeth, forgetfulness...etc. Strengths could be the absolute opposite with options like, great hearing, awesome eyesight, memory of an elephant.
In most cases I would have it so that they don't really have an impact on game mechanics that much, but would mostly be there to help develop the character. Basically I am planning on writing up a good list of at least 60 strengths and weaknesses for them to choose with, as well as the option for them to suggest their own (I give options because I know for a fact two of my players will not be able to think of a strength or weakness. They'd probably end up making their guys vulnerable to silver or something)
The next two questions would be likes and dislikes. They would have to tell me one thing they like, and one thing they dislike, or choose from a list. Stuff could be like, likes sunsets, dislikes the dark... they'd have to come up with the reason for each... stuff like that.
Basically that's my idea, any input would be great.
Ok, so basically I was thinking that at each new level of experience the players will not be allowed to level up until they answer 4-6 simple questions about their character. For two of the questions I was thinking the players would need to choose both a strength and a weakness for their character. Weaknesses could include being near-sighted, allergies, sensitive teeth, forgetfulness...etc. Strengths could be the absolute opposite with options like, great hearing, awesome eyesight, memory of an elephant.
In most cases I would have it so that they don't really have an impact on game mechanics that much, but would mostly be there to help develop the character. Basically I am planning on writing up a good list of at least 60 strengths and weaknesses for them to choose with, as well as the option for them to suggest their own (I give options because I know for a fact two of my players will not be able to think of a strength or weakness. They'd probably end up making their guys vulnerable to silver or something)
The next two questions would be likes and dislikes. They would have to tell me one thing they like, and one thing they dislike, or choose from a list. Stuff could be like, likes sunsets, dislikes the dark... they'd have to come up with the reason for each... stuff like that.
Basically that's my idea, any input would be great.
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Re: Helping Players Get Some Character Into Their Character
This is why I can't do the questionnaire route right now.
I tried it, the kinds of answers I get are... well... here's some actual examples of questions and answers I get:
Q: What are some life goals of your character?
A: To become stronger and save the world.
Q: What is your reason for adventuring?
A: To save the world.
Q: Describe your character's family, their childhood?
A: He doesn't remember.
Q: Most prized possession?
A: My NG Laser Rifle
Q: Describe your personality.
A: A guy who hates fighting but ends up doing it all the time.
Q: Any personality quirks that your character displays? shyness? Crazy about neatness? Respects people who make their own way?
A: Nobody thinks he's a good fighter, but he is.
These are just some examples. They get worse, but I'm not home and these are the only ones I can remember. These two players want to do more, and add more character, but they still seem stuck in the old ways of an old GM who gave away rune weapons at level 1, gave the players dragon juicer powers and allowed them to carry 600 micro-fusion grenades on them that do 2D4x10MDC each and allowed the players to arm and use all 600 in one action.
They just CANNOT deal with open ended questions like those. They need to be led a little, at least at first.
I've tried adding NPCs with loads of character, and life... but the player character's just can't get out of the "cardboard character" groove.
Basically, I need to take them by the hand a little, and guide them. I've tried going over the questions with them, giving them examples but the results aren't too much better. I feel that by giving them only certain options to choose from I can open things up a little more for them and help them really get the idea of what constitutes an in depth character.
I tried it, the kinds of answers I get are... well... here's some actual examples of questions and answers I get:
Q: What are some life goals of your character?
A: To become stronger and save the world.
Q: What is your reason for adventuring?
A: To save the world.
Q: Describe your character's family, their childhood?
A: He doesn't remember.
Q: Most prized possession?
A: My NG Laser Rifle
Q: Describe your personality.
A: A guy who hates fighting but ends up doing it all the time.
Q: Any personality quirks that your character displays? shyness? Crazy about neatness? Respects people who make their own way?
A: Nobody thinks he's a good fighter, but he is.
These are just some examples. They get worse, but I'm not home and these are the only ones I can remember. These two players want to do more, and add more character, but they still seem stuck in the old ways of an old GM who gave away rune weapons at level 1, gave the players dragon juicer powers and allowed them to carry 600 micro-fusion grenades on them that do 2D4x10MDC each and allowed the players to arm and use all 600 in one action.
They just CANNOT deal with open ended questions like those. They need to be led a little, at least at first.
I've tried adding NPCs with loads of character, and life... but the player character's just can't get out of the "cardboard character" groove.
Basically, I need to take them by the hand a little, and guide them. I've tried going over the questions with them, giving them examples but the results aren't too much better. I feel that by giving them only certain options to choose from I can open things up a little more for them and help them really get the idea of what constitutes an in depth character.
"If your party is doing anything but running like hell trying not to get vaporized, the GM is not running the Mechanoids correctly." -Geronimo 2.0
"Coming Summer 1994... Mechanoid Space!"
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- Natasha
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Re: Helping Players Get Some Character Into Their Character
If they can't answer questions at creation time, what says they can at level up?
Although I think it's a decent enough concept, I'm not seeing how it's going to change anything
Although I think it's a decent enough concept, I'm not seeing how it's going to change anything
Re: Helping Players Get Some Character Into Their Character
Natasha: My idea is giving the players a list of options and ideas for personality strengths and weaknesses because they have no personality whatsoever.
Aequitas: I absolutely love the pesky NPC idea! I am definately going to be using that. Thank you so much!
Aequitas: I absolutely love the pesky NPC idea! I am definately going to be using that. Thank you so much!
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- zor_prime1
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Re: Helping Players Get Some Character Into Their Character
I like your idea of options to give them.
I also like the pesky NPC idea.
You might start throwing out bigger experience point bonuses for playing in character and less for combat. After a while they'll see that it's worth while and hopefully catch on that they should try to. Acting doesn't come easy for everyone, but the decisions they make will be part of their character background.
Here is a site that may help give them ideas on insight to their characters personality. It's helpful for NPC's also.
http://byrem.tripod.com/main.htm
If they do this, they'll potentially get extra skills too depending on how the family background comes out. Part of it takes into account whether or not they were involved with their parents' trade or not. I guess that's what the "other skills" are for, but this might be a reward incentive.
It also has a section of talents and weaknesses. I'm sure you could come up with plenty more and their bonuses or penalties.
I hope this helps with their imaginations and yours. Good luck.
I also like the pesky NPC idea.
You might start throwing out bigger experience point bonuses for playing in character and less for combat. After a while they'll see that it's worth while and hopefully catch on that they should try to. Acting doesn't come easy for everyone, but the decisions they make will be part of their character background.
Here is a site that may help give them ideas on insight to their characters personality. It's helpful for NPC's also.
http://byrem.tripod.com/main.htm
If they do this, they'll potentially get extra skills too depending on how the family background comes out. Part of it takes into account whether or not they were involved with their parents' trade or not. I guess that's what the "other skills" are for, but this might be a reward incentive.
It also has a section of talents and weaknesses. I'm sure you could come up with plenty more and their bonuses or penalties.
I hope this helps with their imaginations and yours. Good luck.
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Re: Helping Players Get Some Character Into Their Character
I think you have a very common problem. You have a couple of role-players and a couple of roll-players (pardon the bad pun), but it's true. Back in the olden time (late 1980's) when I still played D&D our GM decided to make us do some role-playing instead of the usual monty-hual dungeon crawl that we were used to, and where everyone plays themselves in a fantasy setting. He made us roll on some random tables to help define our characters and their habits. As I remember, I ended up playing a Ranger who was a lecherous achoholic, uneducated, insensitive to the needs of others, unwashed and and completely obsessed with the lawful good female cleric. This is one of the funnest characters I have ever played, because I played him the way he was supposed to act. He spent all of his money (and some of everyone elses) on wine and brothels, annoyed everyone to death, made fun of the wizard because he was overweight, was secretely in love with the cleric but couldn't stop being a sexist pig toward her, and eventually he was killed while trying to protect the cleric (redeemed himself somewhat).
But I know what your up against. Your roll-players don't care about any of that type of stuff because they just want to kill monsters and get the gold and move up in levels.
I think you are on the right track with trying to get your players to flesh out their characters but, sometimes coming up with a backstory without ever playing the character is hard for some people. You might want to tell them that, they have to fill in one thing from each category, and maybe then let them fill in the rest as you play, whenever they feel like it or when they reach a new level.
One of the other things I have done was to make players explain why they have low attribute scores in something. A slow speed could be from a limp from a childhood accident, low ME could be from child abuse or something. The attributes define the character, a character with a PP of 17 is unlikely to have poor eyesight, so I would keep a close eye on what the players choose as flaws and advantages.
I have also given each character a number of contacts that are left blank until they need them. During the course of adventuring if they need something like information a place to stay etc. The player can make up a contact on the spot, this often makes for good NPC that the characters feel attached to because they created them. These characters should be someone ordinary, like a blacksmith, or barmaid, merchant etc. not some high powered lord, wizard, warrior etc.
Anyway, just a few thoughts.
If you really want to annoy roll-players, play an entire session where no one gets killed
But I know what your up against. Your roll-players don't care about any of that type of stuff because they just want to kill monsters and get the gold and move up in levels.
I think you are on the right track with trying to get your players to flesh out their characters but, sometimes coming up with a backstory without ever playing the character is hard for some people. You might want to tell them that, they have to fill in one thing from each category, and maybe then let them fill in the rest as you play, whenever they feel like it or when they reach a new level.
One of the other things I have done was to make players explain why they have low attribute scores in something. A slow speed could be from a limp from a childhood accident, low ME could be from child abuse or something. The attributes define the character, a character with a PP of 17 is unlikely to have poor eyesight, so I would keep a close eye on what the players choose as flaws and advantages.
I have also given each character a number of contacts that are left blank until they need them. During the course of adventuring if they need something like information a place to stay etc. The player can make up a contact on the spot, this often makes for good NPC that the characters feel attached to because they created them. These characters should be someone ordinary, like a blacksmith, or barmaid, merchant etc. not some high powered lord, wizard, warrior etc.
Anyway, just a few thoughts.
If you really want to annoy roll-players, play an entire session where no one gets killed
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Re: Helping Players Get Some Character Into Their Character
:ok:kirksmithicus wrote:If you really want to annoy roll-players, play an entire session where no one gets killed
Or, as has happened a few times, where nobody rolls for anything except to decide pizza toppings.
- Natasha
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Re: Helping Players Get Some Character Into Their Character
Even those were mere formalities.lather wrote::ok:kirksmithicus wrote:If you really want to annoy roll-players, play an entire session where no one gets killed
Or, as has happened a few times, where nobody rolls for anything except to decide pizza toppings.
Re: Helping Players Get Some Character Into Their Character
Q: Describe your personality.
A: A guy who hates fighting but ends up doing it all the time.
Q: Any personality quirks that your character displays? shyness? Crazy about neatness? Respects people who make their own way?
A: Nobody thinks he's a good fighter, but he is.
These two are gold - it just took a few questions before the gold showed.
He hates fighting? Nobody thinks he's a good fighter? So we have issues of him wanting peoples respect and trying to get away from fights but failing - losing! Over and over! Gold!
I've tried adding NPCs with loads of character, and life... but the player character's just can't get out of the "cardboard character" groove.
Could you give an example of your NPC's with loads of character?
Basically, I need to take them by the hand a little, and guide them.
If your going to do that, just make their characters for them.
Write up an NPC who has character - then write up a session where because of circumstances, he will die at the end. Unless the PC's feel like changing that ending.
As GM, you've forgotten what it's like to have a character you care about, really face death. Make a NPC with character and slate him for death if nothing changes - it'll remind you this isn't as easy as it looks from a safe armchair.
In other words, before you expect your players to do it, do it yourself.
Re: Helping Players Get Some Character Into Their Character
Couple things I had to do with my group to get them to start developing decent backgrounds and actual personalities:
Run them through a diceless game. Give them a character sheet that is all about the character's history, personality, goals, desires, insanities, etc. No attributes. List of non-combat skills with descriptors like "worthless, adequate, pretty good, expert".
Anytime combat happens it gets glossed over, or something annoying happens. Maybe they're civilians in a war zone, they always end up huddling behind rubble or getting knocked unconscious. Maybe in this game getting shot by a bullet is likely a 1-hit-kill unlike Rifts.
Also, during character creation, give them a list of 10 questions intended to get them to think about their character. Tell the players that each question needs at least a three sentence response, and if you don't think they put much thought into it, they can start over while the rest of the group begins play.
Some players just hate designing three-dimensional characters, they see it as homework. These players, in my experience, are often big into video games based on twitch-reflexes. They want instant gratification and combat.
For the player that listed his weapon as his most valued possession, have him write a few paragraphs explaining why. You could put a "Why?" after each question and get better explanations...probably.
Another thing you could do is tell the players for each question you feel isn't answered adequately, you will make an equipment change on their character. It might be as simple as downgrading their laser rifle a little (6d6 to 5d6) or as big as swapping that Super SAMAS for a normal SAMAS or even something worse. In my experience, telling a combat-junkie player you'll screw with their equipment is highly motivating.
Run them through a diceless game. Give them a character sheet that is all about the character's history, personality, goals, desires, insanities, etc. No attributes. List of non-combat skills with descriptors like "worthless, adequate, pretty good, expert".
Anytime combat happens it gets glossed over, or something annoying happens. Maybe they're civilians in a war zone, they always end up huddling behind rubble or getting knocked unconscious. Maybe in this game getting shot by a bullet is likely a 1-hit-kill unlike Rifts.
Also, during character creation, give them a list of 10 questions intended to get them to think about their character. Tell the players that each question needs at least a three sentence response, and if you don't think they put much thought into it, they can start over while the rest of the group begins play.
Some players just hate designing three-dimensional characters, they see it as homework. These players, in my experience, are often big into video games based on twitch-reflexes. They want instant gratification and combat.
For the player that listed his weapon as his most valued possession, have him write a few paragraphs explaining why. You could put a "Why?" after each question and get better explanations...probably.
Another thing you could do is tell the players for each question you feel isn't answered adequately, you will make an equipment change on their character. It might be as simple as downgrading their laser rifle a little (6d6 to 5d6) or as big as swapping that Super SAMAS for a normal SAMAS or even something worse. In my experience, telling a combat-junkie player you'll screw with their equipment is highly motivating.
"But you can't make an omelet without ruthlessly crushing dozens of eggs beneath your steel boot and then publicly disemboweling the chickens that laid them as a warning to others." -Order of the Stick #760
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Re: Helping Players Get Some Character Into Their Character
I heard someone talk about this on another forum once. I loved it.
It's a game within the game called Hot Seat™. It's meant to simulate the off-time conversation and getting-to-know-you stuff that is actually hard to roleplay.
Pick a player to sit in the Hot Seat™. All the other players get to ask questions to the player, and the player has to answer in-character. It could be questions about childhood, first love, or favorite ice cream. Grill that player till you are bored, then put someone else in the Hot Seat™.
The player isn't allowed to lie, but he can choose not to answer.
Someone always disputes the "no lying" rule, but allowing them to lie opens the door to all kinds of abuse. The player can say any stupid thing he wants with the fallback that he can later claim, "Oh, I was lying!" Plus, the GM needs to know he can believe everything the player says, so he can work it into stories.
Just a thought.
Brian
It's a game within the game called Hot Seat™. It's meant to simulate the off-time conversation and getting-to-know-you stuff that is actually hard to roleplay.
Pick a player to sit in the Hot Seat™. All the other players get to ask questions to the player, and the player has to answer in-character. It could be questions about childhood, first love, or favorite ice cream. Grill that player till you are bored, then put someone else in the Hot Seat™.
The player isn't allowed to lie, but he can choose not to answer.
Someone always disputes the "no lying" rule, but allowing them to lie opens the door to all kinds of abuse. The player can say any stupid thing he wants with the fallback that he can later claim, "Oh, I was lying!" Plus, the GM needs to know he can believe everything the player says, so he can work it into stories.
Just a thought.
Brian
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- zor_prime1
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Re: Helping Players Get Some Character Into Their Character
BillionSix wrote:I heard someone talk about this on another forum once. I loved it.
It's a game within the game called Hot Seat™. It's meant to simulate the off-time conversation and getting-to-know-you stuff that is actually hard to roleplay.
Pick a player to sit in the Hot Seat™. All the other players get to ask questions to the player, and the player has to answer in-character. It could be questions about childhood, first love, or favorite ice cream. Grill that player till you are bored, then put someone else in the Hot Seat™.
The player isn't allowed to lie, but he can choose not to answer.
Someone always disputes the "no lying" rule, but allowing them to lie opens the door to all kinds of abuse. The player can say any stupid thing he wants with the fallback that he can later claim, "Oh, I was lying!" Plus, the GM needs to know he can believe everything the player says, so he can work it into stories.
Just a thought.
Brian
That sounds really fun! When I GM, I pretty much have to do that anyway with descriptions of the area, people, and other setting points. I think it would be a good idea to do this. If the players want to avoid this, then they need to fill out a better description on paper.
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Re: Helping Players Get Some Character Into Their Character
The following is Borrowed from Nekira. I have several other's like it but most of them are copyrited.
I have anotherone running around my computer that's open use but I can't find it right now and it's much longer.
Character Information
Name(replace this)
Any nicknames(replace this)
Race:
Occupation:
OCC:
Diet:
Sexuality:
Known Attributes
M.A.:
P.B.:
Description
Gender:
Height:
Weight:
Eyes:
Hair:
Skin:
Additional Features:
Facial characteristics:
Body type:
Additional features:
General Appearance:
General Attire:
Age
Apparent Age:
Actual Age:
Life span:
Personality
General Disposition:
Known Objectives:
History
Known background information:
Resent Activities:
Land of origin:
Birth order:
Joined the Party:
Legal Status:
Marital Status:
Known Relatives:
Known Allies:
Spends Most Time With:
Known Enemies:
Abilities
Known Combat Abilities:
Known Powers:
Preferred Weapons:
Aura Reading results
Health:
Level:
P.P.E.:
Magic:
Psi:
I.S.P.:
Possession:
Enchantment:
Supernatural:
Genetic Aberration:
Chi Examination Results
Type:
Chi Strength:
Chi Mastery:
Other Martial Arts Powers:
Chi Impression:
Other notes
I have anotherone running around my computer that's open use but I can't find it right now and it's much longer.
Last edited by Rockwolf66 on Mon Jul 07, 2008 4:12 pm, edited 1 time in total.
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Re: Helping Players Get Some Character Into Their Character
BillionSix wrote:It's a game within the game called Hot Seat™. It's meant to simulate the off-time conversation and getting-to-know-you stuff that is actually hard to roleplay.
I'm so stealing this next time I have a tabletop group.
I'd probably allow them to lie, but they have to declare it as a lie so the GM knows, and the other players choose whether they believe the lie or are suspicious based on the way the answer is delivered (being fair), the listener's intelligence/gullability and how naive the listener is of any cultural/historical references.
However, this Hot Seat game would be harder for someone unfamiliar or less familiar with the setting, GM style. Also for someone less creative. But put your best roleplayer on the hot seat first, give them an XP reward for good answers and that should help motivate the other people (give everyone xp rewards of course). Make it clear that if a player needs a ruling on anything before they declare it on the Hot Seat they can take the GM outside the room or talk to them before the Hot Seat.
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Re: Helping Players Get Some Character Into Their Character
I just ran across this character questionnaire that's designed to help create a character background and give them some depth. HERE is the original link.
Character History
It couldn't hurt to write out a history of your character. Where do you come from, who are your parents, who are your friends, and so forth. Try to make this at least moderately believable. This will help flesh-out your character's personality. Use it to explain the ability scores & skills that they have, and what the numbers mean. This is also a useful tool for the Game Master. He or she can use your character's history to help integrate your character into the game, to generate campaign ideas, and to provide plot hooks. Keep in mind that a group of characters can have a shared history, such as being from the same home town, belonging to the same guild, or served together in the same military unit. This helps the troupe fit together better.
The following questions should help you get started:
Character history is a great place to begin developing the role-playing of your character. It also gives a Game Master a good place to start adventures from because it will let her know how you view your character and work that character into the game. Anything that can enhance the game as much as character history should not be overlooked.
Character History
It couldn't hurt to write out a history of your character. Where do you come from, who are your parents, who are your friends, and so forth. Try to make this at least moderately believable. This will help flesh-out your character's personality. Use it to explain the ability scores & skills that they have, and what the numbers mean. This is also a useful tool for the Game Master. He or she can use your character's history to help integrate your character into the game, to generate campaign ideas, and to provide plot hooks. Keep in mind that a group of characters can have a shared history, such as being from the same home town, belonging to the same guild, or served together in the same military unit. This helps the troupe fit together better.
The following questions should help you get started:
- Where was your character born? Where did he grow up? Where does he live now?
- Who were her parents? Are her parents still alive? What did her parents do for a living?
- Does he have any brothers or sisters? Where do his siblings live? What do his siblings do?
Are they still alive?
- Who were her friends? Are they still her friends? Who are her friends now?
- What type of clothes does he wear? Is it just one main outfit, or a variety of styles?
How does he style his hair?
- Why did she choose adventuring? What's wrong with you?
- Why is he so physically/mentally/socially able (or not)?
- What is the most important thing in her life?
- What things does he hate? What things does he love? Any favourite foods? What about hobbies?
- Is she loyal to her nation, her family, and her friends?
- Does he have any odd characteristics, speech, identifying marks, or other things that stand out? "Do you have any tattoos, Brad?" Why not?
- What are your goals, both as a player and as a character?
- What would she say if you asked her what she was like?
Character history is a great place to begin developing the role-playing of your character. It also gives a Game Master a good place to start adventures from because it will let her know how you view your character and work that character into the game. Anything that can enhance the game as much as character history should not be overlooked.
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Re: Helping Players Get Some Character Into Their Character
The Heroes of Tommorrow / Heroes of Fantasy series is excellent and highly recommended. Good luck finding them on eBay. Be prepared to drop some cash unless you get really lucky.
Here's what I do. My players need to do a 100 word description about their character. 100 words is the maximum. I don't want novels and I don't want any information that they don't want to be part of the campaign.
I personally find most RP to be terribly pretentious and boring. If I wanted to improv, I'd act in community theater and not roll dice. I am here to blow away villains with big guns and eat cheetos. I keep the RP scenes tight and I make sure all the characters get to participate and then blammo, off to the adventure. I don't game for Meryl Streep drama, I game for John Woo action.
Also, if you want more well-rounded characters, you have to reward them. If you want character histories, then give out XP bonus at first level for turning one in before the campaign starts. If you want them to use that info during the game, then you need to reward them during the game.
An easy method is to have a stack of poker chips and toss them out to players whenever they do some cool RP. Each chip is worth 100 XP or a re-roll. Once the other players start seeing that happen, they will get more involved in non-combat aspects about their characters.
Also, talk to your players. Maybe roll play is why they play games. If so, its not your job to change them if that's what they enjoy. Maybe you need a different group where the players prefer and enjoy character drama.
Here's what I do. My players need to do a 100 word description about their character. 100 words is the maximum. I don't want novels and I don't want any information that they don't want to be part of the campaign.
I personally find most RP to be terribly pretentious and boring. If I wanted to improv, I'd act in community theater and not roll dice. I am here to blow away villains with big guns and eat cheetos. I keep the RP scenes tight and I make sure all the characters get to participate and then blammo, off to the adventure. I don't game for Meryl Streep drama, I game for John Woo action.
Also, if you want more well-rounded characters, you have to reward them. If you want character histories, then give out XP bonus at first level for turning one in before the campaign starts. If you want them to use that info during the game, then you need to reward them during the game.
An easy method is to have a stack of poker chips and toss them out to players whenever they do some cool RP. Each chip is worth 100 XP or a re-roll. Once the other players start seeing that happen, they will get more involved in non-combat aspects about their characters.
Also, talk to your players. Maybe roll play is why they play games. If so, its not your job to change them if that's what they enjoy. Maybe you need a different group where the players prefer and enjoy character drama.