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On Being In Character
Poll #3 Choice between extremes
QUESTION: Which of these extreme game situations would you rather
experience?
Your character lives but the story was bland beyond belief:
no votes
Your character dies valiantly and the tale is epic and dramatic:
Tommy, Gelo, Joe, Patrick, Butch, Willem, Frank, Sandor, Chay, Adrian,
Cathy, Dariel
I can't decide between them: no votes
Poll #4 Dilemma (poll closes October 8)
THE SITUATION: There are times when fate is placed in your character's
hands. In those situations sometimes being efficient/effective and being
in-character are in perfect alignment. But for those times that you could
only be one at the expense of the other which philosophy usually guided
your play (answer based on your more recent games)?
Be out of character and play it efficient/effective (Objective
First): Frank
Possibly fail but be true to the character crafting (Character
First): Tommy, Josh, Russel, Willem, Sandor, Chay, Cathy, Dariel,
Adrian
Tommy Lim wrote:
AEGIS is full of melodramatic suicidal maniacs ... just kidding folks.
Adrian and I had been asking the question "why do people play RPGs?"
One thing we agreed upon, which the poll respondents resoundingly agree
upon also, is that we play to have an opportunity to be bigger than
life.
Sometimes we feel our real lives are much like the first option of
question #3, we live, but our story is bland beyond belief. How
often we look for excitement to spice our lives. Here is where
our characters come in. They have the opportunity to be great
heroes, and death is not a finality because the character lives on in
our collective memories and in our stories (not to mention the possibility
of resurrection spells). At the same time the player goes on ...
with a new character. When a character dies we feel the loss as
if losing a loved one or a cherished work of art. But this character
can live again, we have alternate timelines and other millieus.
In our lives we often can't afford that level of epic drama because
society doesn't support it and death is a material finality for us.
We want our characters to have a life that we can't have.
We like the epic drama even if it means death ... because we can afford
it. That is certainly one of the appeals of the RPG, to be bigger
than life in a world that hinders it.
Adrian points out that we can't give what we don't have. Each
and every character we make has pieces of us in them, no matter how
different we make them from ourselves. What is more, I have found
that the characters we make are mirrors of aspects of our lives, even
if we aren't aware of it. Thus, a piece of us gets to be bigger
than life. Look back on your characters in the past and see how they
mirrored your life then. Look at them not for the race or class
they were but *how* you created them and *how* you played them.
In those characters are who we were, our dreams, our frustrations, all
in a tiny mirror of the real self.
In fact I have contemplated on my characters as a form of meditation
as each one reveals something about me that I might not know.
Try it sometime. Use more recently played characters.
The results of poll #4 show that people value their character crafting
much.
That is all that can be concluded as, apologies folks, the poll
is actually flawed. I took time to make the wording but I realized
only the other day that it did not reflect what I really wanted to ask.
I will be preparing a new question to more accurately ask what I am
after.
Interesting questions we have, don't we? You may be wondering
if there is method to the madness. Indeed there is. The answers
and insights gained from the polls will help Adrian and Dariel design
the PC and GM workshop that is in the planning stages at this time.
Tommy
Phred wrote:
Being in characater means partially or fully forgetting my real self
in favor of an alternative identity. I begin to think and feel
like that other person. Sometimes though, personal biases do come
out. Ask Adrian about the time I refused to kiss this beautiful
maiden because I knew that toothbrushes had not been invented yet and
she probably had foul breath. Adrian had to remind me that I probably
had bad breath, too. I don't think it is possible to get rid of
all of one's biases but I always try.
This requires two things though. A good GM and mood. The GM has
to be able to inspire this kind of role-playing from me and I have to
be in the mood.
Phred
Sandor Soon wrote:
To add to this discussion:
Playing in character also means dealing with the situation as he sees
it. That is, without knowledge of that which he cannot see or doesn't
know in the first place. If the player knows Philippine History
and the character does not, he should play the character as if he doesn't
know who the hell Bonifacio is.
That, of course, also applies to events that happen beyond the field
of his senses.
Sandor
Phred wrote:
I agree with you wholeheartedly, Sandor. With one caveat:
We recently had a discussion at PhilRPG regarding role-playing ignorance.
I don't want to bore you with the multitude of posts that topic engendered
but generally the topic is unresolved. I do not know about your
role-playing background so I hope you don't mind my talking down to
you in the next paragraph.
Green slime is an example I like to bring up during discussions about
player knowledge and ignorance. Green slime is literally green slime.
It has few weaknesses it can eat through virtually anything. Now, in
a campaign I am currently playing, the DM asked us to role-play ignorance.
I asked the question: "If green slime were to fall on one of our
characters, are we still supposed to feign ignorance? Because if we
were to feign ignorance, that character is dead. The only way
to kill green slime fast is by applying flame to it. There's no
way our characters know that!"
To recap, I agree with role-playing ignorance, situations like the
one above are just good points to think about.
Phred
Tommy wrote:
Indeed Phred. I have however one approach that might be able
to counter the "green slime" situation you posed. For such situations
the GM (as I would) can declare "common knowledge" which include fact,
rumor, "old wives tales", "legends" and "superstitions". The information
need not be always true but it is an efficient device for allowing player
ignorance without getting them into genre-shock. The reverse which is
the option of getting them into more trouble because of wrong info is
also made available using this device.
On other (rare but potentially dangerous) situations which cannot be
covered by the "common knowledge" approach, the topic remains debatable
and its up to the GM to work with the setup he made.
Why didn't I post this on PhilRPG? I just realized it out now
but the thread there has already drifted to a related but different
topic. I actually do and experience (mostly from Adrian and Dennis
lately) the "common knowledge" approach without giving much thought
to the problem it solves.
Dariel wrote:
Poll #3 Choice between extremes
QUESTION: Which of these extreme game situations would you rather
experience?
Your character lives but the story was bland beyond belief:
no votes
Your character dies valiantly and the tale is epic and dramatic:
Tommy, Gelo, Joe, Patrick, Butch, Willem, Frank, Sandor, Chay, Adrian,
Cathy, Dariel
Poll #4 Dilemma (poll closes October 8)
THE SITUATION: There are times when fate is placed in your character's
hands. In those situations sometimes being efficient/effective and being
in-character are in perfect alignment. But for those times that you could
only be one at the
expense of the other which philosophy usually guided your play (answer
based on your more recent games)?
Be out of character and play it efficient/effective (Objective
First): Frank
Possibly fail but be true to the character crafting (Character
First): Tommy, Josh, Russel, Willem, Sandor, Chay, Cathy, Dariel,
Adrian
A thought just hit me - back when I was playing D&D/AD&D, my answers
to both these questions would have been exactly opposite.
With regard to Poll#3, most AD&D adventures provided little reason
to choose the second option - because most TSR adventure scenario goals
boil down to little more than either armed robbery or mercenary work,
or a combination of both. What incentive for heroism can you get
from that?
A similar reason would cause me to answer Poll#4 differently; the system
itself (AD&D) leaves you with almost no choice - to choose anything
other than the optimal action would be suicidal. As Phred pointed
out with his example of the green slime, roleplaying ignorance essentially
meant giving up on your character's survival.
Acting in-character consistently (IMO - claiming Humility is all too
likely to elicit a derisive hoot from Josh ^_^) requires that there
be, first, guidelines on what the character's personality and commitments
are, and second, incentives for acting in character. Frank Perez
brought this topic up with his article on Victory Conditions,
which spawned a very interesting discussion (see #001
What makes your ideal game system?).
The alignment system of AD&D is just too nebulous and abstract
to really serve as a guideline to defining character personality; the
Natures and Demeanors of White Wolf are more specific, but are not reinforced
by the mechanics and so carry no price for being ignored or prize for
being followed.
The Pendragon system rates personality Traits (which are paired opposites,
like Valorous vs. Cowardly) and Passions, and simulates internal conflict
by having a player roll against a Trait to see if he is taken over by
it on appropriate occasions. Since I find playing extreme
characters fun, I have no problem at all with this mechanic; Adrian
pointed out in a phone conversation, however, that more players
will tend to make their character Traits and Passions neutral-level
in order to have more control (which I guess is also the reason most
players make Neutral PCs in AD&D).
However, Pendragon does have an important feature when it comes to
modeling a character's personality in the system; it gives incentives
to act according to one's traits, and penalizes going radically out-of-character
by shifting values from the ignored trait to its opposite.
Furthermore, outstanding personality traits that are encouraged within
the milieu (like Honor) add to the character's social standing (through
Glory). Again, I find this very realistic and at the same
time giving incentive to be heroic.
In Frank's terms, being able to remain true to your character's definition
can become a Victory Condition in itself - because there really is something
at stake when you have to choose between being in character or not.
In sum: AD&D makes me play like a cautious, methodical commando
*no matter what my character is supposed to be*, whereas Pendragon (to
mention just one good example) makes me act and *feel* like a Knight
of the Table Round.
Thoughts, comments, violent reactions?
Dariel
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