When I do walkup rp, I don't just plop my character down without anything. They aren't a sim that just got yanked off the sidewalk and shoved into a living room to HUG AND LOVE EACH OTHER ALREADY, DAMMIT. No, there's a reason why they're there.
Every day, you have to sleep, eat, drink, relieve yourself, and have some down time. It's the same for anyone, no matter what is going on. Without those elements, a person is generally gonna crash and burn (even if the downtime is just some joking around before getting back to work). So consider this:
What has your character's day been like?
What have they been trying to do lately?
Are they happy/sad/frustrated/determined/embarrassed about something?
How do they feel physically? Mentally? Emotionally?
These are things that you can slip into walkup interactions that make that conversation thus feel more connected to whatever overall stories or plots you've been in. Not only that, but they then drive the casual rp forward. Being approached by a "Hi, how are you?" bit doesn't mean you have to struggle along with a conversation.
> maybe due to reasons above, your character has a headache they can't get rid of, and asks for help getting rid of it.
> maybe they are tired and spilled food or drink all over themselves, and are kind of helplessly overloaded and need some help cleaning up.
> maybe they are deep in thought and are startled, thus spilling drink or food on the other person.
> maybe they have to pee and can't find the bathroom.
> maybe they can't get a song out of their head but can't remember the flippin' words.
> maybe they're in the middle of something related to whatever else they've been doing, and drag the other person into it.
> maybe they've been musing about whatever else they've been doing, and drag the other person into a debate over it.
> maybe they just can't find a freakin' gods damned tailor worth a damn in that stinkin' city, and go on a rant about it because it's interfering with the rest of their life! (you can exchange that with just about any other thing you need irl -- washing clothes, a good soap, good utensils, good paper, good woodworker, whatever).
Whatever other story you're into, whatever you're doing: this is still part of your character's life. There is no starting and stopping for them. It's all connected. So blend it together. Delve into the practical aspects of their life, show them when they're not at their best. Put it all together. Casual interaction or conversation doesn't have to be directly related to whatever stories or plots you're doing, but it can enrich and inform those things, as well as maybe become involved (I've used casual interactions in the past to drag other characters into my character's shit).
Also, don't be afraid of using the setting to push things forward. I've used bands of rowdy children, lovers who are getting a little too touchy-feely in public, overloud and boisterous drunks, things breaking, things spilling, things smelling bad, gossip about this or that npc (think like workers in guilds or whatnot; the best part is, because it's gossip it doesn't need to have anything to do with reality) -- anything that is worth comment on or provokes action.
Bottom line:
This is part of your character's life. Just because they are not immediately slaying a dragon does not mean it has nothing to do with slaying that dragon. We all have quiet moments in between big, scary ones that can inform how those big, scary moments go -- if you let them.
Every day, you have to sleep, eat, drink, relieve yourself, and have some down time. It's the same for anyone, no matter what is going on. Without those elements, a person is generally gonna crash and burn (even if the downtime is just some joking around before getting back to work). So consider this:
What has your character's day been like?
What have they been trying to do lately?
Are they happy/sad/frustrated/determined/embarrassed about something?
How do they feel physically? Mentally? Emotionally?
These are things that you can slip into walkup interactions that make that conversation thus feel more connected to whatever overall stories or plots you've been in. Not only that, but they then drive the casual rp forward. Being approached by a "Hi, how are you?" bit doesn't mean you have to struggle along with a conversation.
> maybe due to reasons above, your character has a headache they can't get rid of, and asks for help getting rid of it.
> maybe they are tired and spilled food or drink all over themselves, and are kind of helplessly overloaded and need some help cleaning up.
> maybe they are deep in thought and are startled, thus spilling drink or food on the other person.
> maybe they have to pee and can't find the bathroom.
> maybe they can't get a song out of their head but can't remember the flippin' words.
> maybe they're in the middle of something related to whatever else they've been doing, and drag the other person into it.
> maybe they've been musing about whatever else they've been doing, and drag the other person into a debate over it.
> maybe they just can't find a freakin' gods damned tailor worth a damn in that stinkin' city, and go on a rant about it because it's interfering with the rest of their life! (you can exchange that with just about any other thing you need irl -- washing clothes, a good soap, good utensils, good paper, good woodworker, whatever).
Whatever other story you're into, whatever you're doing: this is still part of your character's life. There is no starting and stopping for them. It's all connected. So blend it together. Delve into the practical aspects of their life, show them when they're not at their best. Put it all together. Casual interaction or conversation doesn't have to be directly related to whatever stories or plots you're doing, but it can enrich and inform those things, as well as maybe become involved (I've used casual interactions in the past to drag other characters into my character's shit).
Also, don't be afraid of using the setting to push things forward. I've used bands of rowdy children, lovers who are getting a little too touchy-feely in public, overloud and boisterous drunks, things breaking, things spilling, things smelling bad, gossip about this or that npc (think like workers in guilds or whatnot; the best part is, because it's gossip it doesn't need to have anything to do with reality) -- anything that is worth comment on or provokes action.
Bottom line:
This is part of your character's life. Just because they are not immediately slaying a dragon does not mean it has nothing to do with slaying that dragon. We all have quiet moments in between big, scary ones that can inform how those big, scary moments go -- if you let them.