robin_d_laws ([info]robin_d_laws) wrote,
@ 2005-01-04 10:45:00
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Gaming Hut: Inactivists
A player in my weekly game recently emailed me to remind me of a fact about his character. Said fact appeared in the initial bio submitted at the start of the series many months before. I needed the reminder because this fact had not come up in play, even as a reference to that backstory. Why hadn’t it come up? For a kinda cool, subtle reason — the character was ambivalent about a certain possibility and had chosen not to confront it.

I’m always happy to be prompted by players to follow up on plot threads that interest them. Next session I introduced an event allowing the player to explore the character point in question. The PC, in keeping with the player’s sense of his character, responded to the event by not responding. When asked about it by the other PCs, he downplayed the entire incident and made it clear that he didn’t want to go there.

As a result this element from the PC’s backstory remains unexplored. For the purposes of events in the story, it doesn’t exist. Action is character and this character took no action. Now, this particular PC happens to have plenty else going on for him and is very well defined in terms of the group dynamic and the ongoing story.

To speak more generally, though, it is not uncommon for immersive roleplaying types to create intricate, subtle characters who make little impression in the game itself. They exist on the page, but do not make the leap to the invisible stage where a roleplaying game’s action unfolds. Often this happens because they’ve defined their characters negatively, by what they will not do. This may create characterization in their own heads, but it does not define character as far as the other participants are concerned. It remains unseen.

A corrective exercise for chronic inactivist players might go as follows:

a.) List three things you character will always do, whenever possible.
b.) Review the list at the beginning of each session.
c.) Pick the one that seems to relate to the scenario at hand.
d.) Try to move events in the story so you can actively do this thing.

Memorable characterization occurs when a PC actively moves the story in a new direction — not when he fails to act or prevents others from acting. A player who thinks a possible action violates his sense of the character should, instead of doing nothing, find an alternate, suitable action.



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[info]eddyfate
2005-01-04 07:55 am UTC (link)
An inverse method is to make the unseen action seen. "Bluebooking" was an older method towards this end, but nowadays online journals and websites can often give insight into internal dilemmas for players, if not necessarily for other characters. In Character journals, logs of personal downtime scenes, and the like can all offer ways to entertain the players and create memorable characterization that need not take place on the stage of the weekly game session. Of course, they take a lot more time and effort (both on the part of the player and his peers), but it is another tool in the toolbox.

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[info]jonnynexus
2005-01-04 07:56 am UTC (link)
I've long thought that roleplaying is a crude enough medium (compared with film/tv and novels) that the "acting" (i.e. the way a player plays his PC) needs to be slightly exaggerated, caricatured even - or it risks simply not being noticed.

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Chronic Inactivists
[info]steampulp
2005-01-04 07:59 am UTC (link)
A wonderful idea indeed, but It might be a good idea to revamp the said list from time to time. My thought on this is like a Sitcom "Catch Phrase" they are great and cute from time to time, but when the Sitcoms start to base whole episodes around when the character says his little words of gold, it get quite boring. Lets say the characters 3 things are:
1. Drive a Vehicle reckless
2. Show off and talk about Great Grandads old Civil War rifle
and for the hell of it
3. Consult madame Zelda the Oricle of Harlem

For a few sessions these might bring about entertainment and Mirth, not to mention put the character in the spotlight. After a certain point the GM is going to set Madame Zelda on fire because she will either get 1. Annoying 2. become a crutch, or 3. both

I am going to use your Idea with my gaming group as one of the characters does not try and do anything during game except read comics (that might be annother issue all together though)

Thanks

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[info]memento_mori
2005-01-04 08:08 am UTC (link)
Hey, Robin.

I totally agree (totally, even!) about those intricate character backgrounds. I think this is a response to a certain style of GMing (which I will diplomatically call "White Wolf Storytelling") where the player crafts a complex history for his character because that's the only time that the player gets carte blanche to really "play" without the fetters of the GM's uber-story (which IMO is why WW games are designed the way they are: to give the GM the maximum control over how the story goes*).

Anyway, I use a similar thing to your "list three things" in my game octaNe, where I tell the player to forget appearance, history, personality and just imagine your character In Action (I think my example is "sliding over the hood of a car and returning gunfire with two pistols, Starsky & Chow Yun Fat style).

- J

* namely the metaplotss, the setting's social dynamics (hi-power NPC tells you what to do, hi-power NPC is there to act as a foil against your attempts to direct the story) and the game mechanics (rules that says "You can do anything!" but carefully control this using resource management and "negative" attributes like Taint or Humanity or the Solar auras in Exalted.

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[info]yeloson
2005-01-05 01:06 am UTC (link)
Yep, I'm right there with you. In fact, one of my red flags of a game group is how many written pages of character backstory there is. If the players hold up their 3-5 pages proudly, I just walk away. The key is that it has to be like a dance, both the GM and the player gotta work together to bring the conflict up, if either one drops the ball, you got nothing.

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Inquery
[info]rathess
2005-04-18 05:49 am UTC (link)
I know this is ages old, but I'm reviewing the thread and had a question for you [info]yeloson...

You said: If the players hold up their 3-5 pages proudly, I just walk away. I'm not clear if 3 to 5 pages is too much or too little in your opinion? Would you clarify for me? Thanks! :)

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Re: Inquery
[info]yeloson
2005-04-21 03:52 pm UTC (link)
Hey, no sweat. 3 or more pages is too much. Hell, 1 page is plenty for me. Typically I find the more written backstory a player has done, the less input the player usually gets in actual play for that group. That is- writing about all kinds of cool and neat story stuff about the character is the only time these kinds of players actually get some control over their character and input about conflicts relevent to the character itself.

On flip side of that, usually if you DO take the info that these kinds of players give you in -that much- backstory, and start applying it to play right away- they totally freeze up. They are simply not used to anyone, ever, really giving their input real weight and actually applying it. It's sort of like drooling over a superstar and finally getting to meet them and then stammering like a fool. They simply never thought it possible that their backstory would see light of day, much less in the first 3 sessions...

If you want to discuss more, please hit me at yeloson AT earthlink DOT NET. :)

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[info]ambug666
2005-01-04 10:13 am UTC (link)
I refer to this as "do the dumb thing." Not that your character should be stupid, but that, as players, we often have a perspective of what is the wise thing to do that our characters do not share. Often the wise thing, the safe thing, is to avoid the adventure or the opportunities the GM is offering.

I believe that a good GM will take care of me, not in the sense that if I do something stupid my character will survive, but that if I do something that advances the shared story we're trying to tell (or advances the plot of the adventure), the GM will reward me with something cool, even if it is a cool death.

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[info]young_egotist
2005-01-04 11:31 am UTC (link)
I tend to see things this way, also. Oftentimes I'll do exactly what I probably shouldn't do because, as mentioned before, role playing is characterized by what you DO do, not by what you DON'T do.

If one wanted to create a character who had a lot of hang-ups, who wouldn't normally do a lot of things, I've also found it smart to give them a serious martyr streak; in this way you end up doing things you obviously don't want to do for the sake of others and thus interesting social interaction is born. Similarly, you can't build a plot for a character around "don't get caught" unless you trust that player to read it as it should be read; "make a good showing of not wanting to get caught and confide your secret in people so that it's out there, just do it on a timeline that seems best to you to produce the most plot-inducing game for you".

But I agree - I do really think it comes down to trusting the GM, and to some extent your fellow players. Good RPers want to collectively tell a good story as much as GMs. Hopefully no one wants to seriously screw anyone over.

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dragging them into the action
[info]walsfeo
2005-01-04 10:41 am UTC (link)
That's a great idea from a player perspective.

Some GM's offer incentives for out of game activities like campaign logs, pre-scenario planning, art, what have you. In my next campaign I'll probably offer the players something similar if they can drop in a new background element between or during each session. It will certainly add to depth of the game-play experience.

As for your player that sent you the reminder, are they looking for that element to be recurring? Something they will eventually have to deal with? Is it something that the other players will think about for the next few months or will it quickly fade away?

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Re: dragging them into the action
[info]robin_d_laws
2005-01-04 09:09 pm UTC (link)
As for your player that sent you the reminder, are they looking for that element to be recurring?

Well, the specific example is not a problem, but a situation that reminded me of one.

And anyhow, I'm being cagey: my players read this journal.

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[info]vortexofchaos
2005-01-04 11:34 am UTC (link)
This keys into one thing that can turn me off a game entirely.

If I've written a character that's made a stupid decision, then I did it for a role-playing reason and wish to deal with it in my own terms. That may involve inactivism; in a long-term campaign, I may want to save it for later. That requires a discussion with the player, especially in the case described in the base note.

If I've written a character that doesn't make stupid decisions, Thou (as a GM) Shalt Not Write Me Into A Stupid Decision. This drives me crazy. If I am a Qualified Rocket Scientist, I should not make stupid, obvious Rocket Scientist mistakes. I will NOT fuel the wrong end of the Rocket Ship. Forcing me to role play the actions of something so blatantly stupid will only serve to grate on my nerves and drive me out of the game. Now, this doesn't prevent you from writing me into a stupid romantic decision, because that's not an area where I'm known to be not stupid. However, it's not fair to destroy a crafted competency, especially if the player has paid for it with build points or experience points.

If you've written me a cast character that is competent, Thou (as a GM) Shalt Not Write Me or Force Me Into A Stupid Decision. This is cheating the players of your game. They're expecting a competent cast character, who knows what to do and how to do it. That NPC Qualified Rocket Scientist is still NOT going to fuel the wrong end of the Rocket Ship. The players aren't going to expect the NPC to fuel the wrong end of the Rocket Ship. GMs should not build plot points around the fact that the suddenly incompetent NPC is going to "accidentally" fuel the wrong end of the Rocket Ship. (This also cheats me as an NPC, especially if I've paid to be an NPC at your game.)

As with every commandment, there are exceptions. If you tell me, up front, that I am playing the villain, to be foiled by the rest of the players at some key point in the game, I'll happily make the stupid decision that leads to my spectacular demise.

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[info]metalfatigue0
2005-01-04 08:33 pm UTC (link)
This is just a special case of the idea of "Sine Qua Non."

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[info]apollinax
2005-01-04 12:53 pm UTC (link)
One could argue that the action was to convince the group that the issue at hand was unimportant. However, this was probably a fairly low stakes action, unlike, say, a speedy car chase, or asking someone to marry you. What happens when events in the world make it more and more compelling to be involved, to the point at which other PCs really need to be convinced? That could be the source of conflict, this PC actively trying to avoid and dismiss what others feel cannot be avoided or dismissed.

That being said, I think you're absolutely right. Goals, very strong goals at that, and the actions that characters take to achieve them, are the source of life and excitement in a game (just as in a play). The medium where this is especially true is a LARP, where the game is predominantly defined by PC-PC interactions. A passive player can add ambiance or setting, but will not drive the game or present any intense or engaging scenes.

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[info]madmanofprague
2005-01-04 08:24 pm UTC (link)
This (sort of) resembles what i attempted to do with my character's skill list – although mine were more me thinking of 'modes' than anything else.

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Player vs. Character
(Anonymous)
2005-01-05 04:22 am UTC (link)
It's hard to draw conclusions without knowing any details whatsoever, but judging by Robin's writeup, and assuming he got it right when he mentions "Player" and when he mentions "PC", I think there's a big point here that everyone's missing:

The Player seems to want this thing explored; if the PC doesn't want to go there, so what? If the player wants it, let her have it. No PC response might be the Player's response. If you insist and make it progressively harder for the PC to ignore the question, you might eventually get another type of response... sometimes that's the entire fun, figuring out how far are you willing to go to uphold your beliefs.

Think of almost every martial arts / action flick you know: there's this cool guy who's a Martial Arts Master / ex-Special Ops and just wants to live a peaceful calm life in the countryside. But of course the audience and the scriptwriters want him to show off his cool powers and kick plenty of bad-guy ass... so eventually the turn of events force the character to face his enemies instead of just ignoring them and he starts punching, kicking, maiming and killing left and right. Maybe here the Player just feels the PC hasn't reached the breaking point where the she might respond differently to events.

Ricardo
http://roleplay.turnodanoite.com

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Re: Player vs. Character
(Anonymous)
2005-01-05 09:11 pm UTC (link)
I think Robin got it right.

Hm. How can I phrase this without being explicit...

The character believed X about his background. It was what he was told growing up, and he just assumed it to be true. It wasn't something he could easily confirm, and why disbelieve a truth told by a parent?

This "truth" (i.e., what the character believed), never had reason to come up in the game. This is in part because the character is a little cagey, and in part because I - the player - personally like games where secrets are secret (just a style thing). So if I have no reason for a fact about my character to become known, I keep it to myself.

So we were dealing with crazy magic shit. During the course of dealing with it, some characters were affectly badly, others were not. Robin, as GM, ruled in a way that I found puzzling.

Either he had forgotten a detail about my character's past (submitted weeks and weeks, if not months and months ago).

Or the world was not as my character believed.

If the former, not a huge deal, although it could have been clumsy. I don't mind metagaming for the sake of story/plot/game, but if it can be avoided, so much the better.

Shortly after my email, things were cleard up for the character. The world was not as he believed. Now, again, Robin *might* have forgotten the detail, but even if he did, he seamlessly blended in his solution.
At least it was seamless enough for me, and I don't think anyone else picked up on it directly.

Now, when given the chance to have THE TRUTH REVEALED, I decided the character - who, in many ways, has just had his world foundation shaken - turned away, shunned it, etc. He did not want to confront it.

If this was my only plot thread in the game, then I agree, it would be terrible of me to "go solo." It doesn't help the game at all. But it isn't. I have lots going on. And it didn't seem crucial enough to the plot that I felt forced to pursue it at the time. Rather, I'd prefer if it comes back into the game, organically. That creates a stronger story, in my mind, where things are layered between sessions - rather than like a 45 minute TV show, where every "plot point" that shows up in the first 15 minutes must be relevant byt he show's conclusion.

As stated, I do agree that player's who define their characters in the negative often are difficult. I'm always puzzled by people at convention games who are not only non-aggressive, but are virtually ghosts, wallflowers through the whole session. Yet as often as not, they swear they loved the game.

Dunno...

Me.

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Re: Player vs. Character
(Anonymous)
2005-01-06 03:35 am UTC (link)
"He [the PC] did not want to confront it."

That's why I say these things make powerful stories. A game's about conflit; the more, the better. If the thing originated with the the player in the first place, I take that to mean he/she has a strong personal interest in the subject.

I do it constantly. Not only I expect these things explored, I demand they be explored! I even call them "GM Hooks": details/events that the GM can't help but notice and that he can't resist including in the story he had in mind, eheh. It's a fine art that more players should practice. That and more games should have storypower-to-the-players mechanics like the "Kickers" in Ron Edwards' Sorcerer RPG.

Still, if you already have more than you chew it makes sense to put it on hold, I guess. You know best what makes you tick.

"That creates a stronger story, in my mind, where things are layered between sessions - rather than like a 45 minute TV show, where every "plot point" that shows up in the first 15 minutes must be relevant byt he show's conclusion."

I think the right answer is always dependent on the format your game. If you have only 45 minutes to tell your story, tie up everything and don't leave those plots hanging. If you have an entire season, the advice is the same... only now you can have plots that take place across that an entire season.

If I'm playing a n-session campaign, I'd want not only the GM plotlines solved by the end of those n sessions but also all the PC plotlines I brought to the game through my PC's backgound. So if there was a misterious death/disappearance in my story, I want my PC to discover what really happened. If there was a troubled triangle love affair with two NPCs, I want to play it out until the three people reach some sort of conclusion. That's just good story sense.

In all my years of roleplaying, what saddens me most is all these wonderful characters I roleplayed or saw others roleplay that didn't get to fulfill their potential because they were killed off in some stupid way or because the campaign ended prematurely or because the GM was more interested in telling his own story than in letting Players/PCs follow through on their stories.

I'm puzzled by players who bring misterious PCs with backgrounds full of secrets to the table. It's not that they keep secrets, it's that they keep them until the campaign is over and that some GMs go along with it. Good story sense says that secrets are made to be revealed... at the most inconvenient moment for somebody, if you can! What fun is having these secrets revealed after the game is over, out-of-character, as a consolation prize? I'm not saying *PCs* shouldn't keep secrets from each other; just that sometimes *Players* shouldn't keep some secrets from each other.

If I don't know essencial things about your PC I can't sympathize (like I would if I was reading/watching a book/movie about him) with his plight when he's faced with these powerful moments where his interior foundations are shaken. Think of people at the gaming table not only as participants in the creation of something but also as their own audience. The two roles can enhance each other through a feedback loop and give you an unforgetable group-experience even though the PCs might not be acting as group and be pursueing individual plot threads.

I'm not saying this "No-Secrets" thing applies to backstabbing games, or games where player competition is a big part of the fun. There you'll probably find that player immersion and balance/fairness considerations heavily outweight the good that can come of having secrets laying in the open.

Anyway, this audience thing brings me to:

"I'm always puzzled by people at convention games who are not only non-aggressive, but are virtually ghosts, wallflowers through the whole session. Yet as often as not, they swear they loved the game."

Maybe they were content with their role of being an audience for other Players/PCs emotions. Maybe they went they through deep, poweful and moving emotions you weren't aware because you didn't know some essential bit about their PCs' background. Maybe they treasure that Con game has a learning experience that they can apply in their own games. Or maybe they're just crazy or liars, eheh. :)

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Re: Player vs. Character
(Anonymous)
2005-01-06 03:38 am UTC (link)
Oops, forgot to sign my comment so people know who to throw punches at... ;)

Ricardo
http://roleplay.turnodanoite.com

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(Anonymous)
2005-01-11 02:06 pm UTC (link)
This is a great, and really useful thought. I use a very similar idea for my campaigns. I have all the playesr fill out an Amber-style character questionaire. This grants me and the player an insight into their background without necessarily going into individual novelizations.

I may be a sadistic GM, but I LOVE to make a PC's secrets central to my storytelling.

In particular it's a lot of fun to have a villain, particularly one the PC thought was dead, turn up and reveal a PCs most embarassing secret. Say, at a ceremony investing the character with knighthood, etc..

Secrets are fine, but unless they're big ones and you can drive the campaign on them, they should probably come out early, before the GM has the chance to forget about them.

Another great trick is to take the PCs secret and change it (I'll talk to a player before doing it, not revealing what I'm doing, but giving them an idea that things might be a little different than they thought . . .then I let them worry! Note: if they're dead set against the idea, I won't do it.)

A recent campaign revolved around the grandfather of a character with fey heritage. For most of the game the PCs thought he was captured and being forced to act against his will. In the end it turned out he was the evil mastermind (and an Ancient/Fey/Fiendish Black Dragon to boot!)who had been killing and capturing his grandaughter's (PC) family to prevent his destruction as ordained by an oracle.

And the PC had simply specified that her paternal grandmother and maternal grandfather be fey. She had left her home to find a missing item and who had taken it. Turns out grandpa had snowed the whole family into believing he was a 'fairey dragon' who could shapeshift into an Elven form. Whoo, THAT reveal was a LOT of fun, especially since it was two years in the making!

-Kevin 'Cedric_the_Black' Reid-Rice

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Subject1
(Anonymous)
2008-09-05 11:24 am UTC (link)
Hello


Bye

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Subject3
(Anonymous)
2008-09-06 01:54 pm UTC (link)
Hi


G'night

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