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Post by Storyteller on Jul 19, 2010 10:30:49 GMT -7
Often times there are events that happen in game that seem to "get away from us". We end up doing things with our characters that are perhaps not what we intended for them morally or are perhaps goal-altering. This happens due to two main reasons.
#1 - We don't have a clear enough picture of who our character is as a person. What makes them happy or sad and what limits they will put on themselves. Generally there are things most of us as people would not do - not even for "all the money in the world." It's the same way with your characters. The game's plot will intentionally bring your into contact with situations that are meant to test your resolve, or challenge your faith/beliefs. It often does this by the lure of "reward" or "information" all in the name of furthering the plot and your own characters quest to find the Truth of whatever it is they are seeking.
By just going blindly forward with whatever the plot proffers to you, your character will end up acting out events they may not have otherwise.
To avoid this, make sure the Storyteller has a good idea of what you want for your character and their goals. Tell the ST your thoughts on the events in game, and any concerns you might have towards a particular series of events and where they seem to be leading. If you are not sure if a upcoming outcome is good or bad, ask! Sometimes the outcome truly is not good or bad - but the alterations it will make upon your character or those around you - may not be what you wanted to have for your character.
So Speak Up!
This leads into the #2 reason this happens...
#2 - We don't talk. Players can get awfully passive about events in the game. Little hints or clues get quickly forgotten or tossed aside as the greater events of the game unfold. Don't let this happen! Talk to your fellow players in and out of character more. Talk to the NPCs and the Storyteller in and out of character more.
Believe it or not, there is far more passive "downtime" in game that someone typically takes advantage of. Be it in between plot points or simply "on the road" your character will have chances to talk to other players and NPCs to clarify events surrounding them. This is a good time to talk over thins that have happened to your character or things that lie ahead - and to voice your concerns or theories.
Make sure to bring up even the little things that seem rather insignificant at the time - who knows maybe others have more of the clues you are looking for. Or at very least they can offer a fresh perspective on the event or clue.
So Speak Up!
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Post by Leotie Brown on Jul 19, 2010 19:16:33 GMT -7
Couldn't have said it better! This is why we have the character cake and I think we should have the stamp of approval before people play their character. A lot of these problems with characters that are broken or don't get along with the group could be solved if we did that.
What do you guys think?
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Archon
Has made friends with NPCs
Lookin forward to Friday!!
Posts: 902
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Post by Archon on Feb 21, 2013 12:51:09 GMT -7
I don't know if something as extensive as a Character Cake is necessary, but I do agree that if you don't think out your character well enough, or if you're not willing to alter the pc a bit in terms of personality, you may find yourself 'role played' into a corner. The important thing to remember, is that people alter their tactics to ultimately get what they want all the time. If a PC isn't having much luck with a specific tact, they would compromise their 'values' temporarily to get a 'win' in the long run. Very few exceptions to this exist in society. Perhaps folks who are honor bound in some way, but even then, I can think of situations in which they would make exceptions.
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Post by Storyteller on Feb 22, 2013 11:16:43 GMT -7
That's a good point.
It may be a good idea to come up with a document that walks a player through creating their character.
But not from the history standpoint.
The player researches the setting and game details. Then creates a basic person. Complete with history and quirks and attributes.
Then we create a step-by-step document that helps them identify ways they can keep their character embroiled in the plot and setting.
Things like motivation triggers, aspect triggers and concept triggers. Just a way to give the player an idea of HOW the person they wrote up might go about adventuring and the like.
just a thought...
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Post by Storyteller on Feb 25, 2013 9:32:15 GMT -7
You are only as good as your story. Your backstory is more than just a log of what you did some years ago. It's a modus operandi for every decision your character has made and will make in their future. It tells a lot about and it gives the player a tool to guide them on their upcoming adventure. So it's important to know those details of your past. All of them, the whys, the hows and the who's and where's. The better the details, the more believable the character. The better the details, the more you will have to work with in the future. Here is a clip from Reservoir Dogs. And it shows a guy going through the motions of making a 'character' believable. Its the details, the things he can recall that are not important, but are colorful. (what kinda dryer the bathroom had, what the girls brother did to get arrested, where you were at and the weather, how you felt...etc etc) www.youtube.com/watch?v=gixCpK80c_k
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Post by Storyteller on Sept 23, 2013 10:21:06 GMT -7
ONE. Do stuff.
Job One for you as a player is to do stuff; you should be thinking, at all times – “What are my goals? And what can I do to achieve them?” You are the stars of a very personal universe, and you are not going to get anywhere by sitting on your arse and waiting for adventure to come and knock on your door.
Investigate stuff. Ask questions. Follow leads. No-one needs you to point out that this is an obvious plot thread while you do it. Mix up scenes, talk to people, get up in their grill. If you’re not playing the sort of character that would do such a thing, find something you can affect, and affect it.
If you keep finding yourself pushed to the back of scenes and twiddling your thumbs – why is such a boring character hanging around with the sort of people that Get Shit Done?
Be active, not passive. If you learn nothing else from this article, bloody learn this.
TWO. Realise that your character does not exist outside of the things you have said.
You can write as many pages of backstory as you like, mate, but they don’t factor in one bit to the game unless you show them happening. Are you a shrewd businessman? Cool. Do some business, shrewdly, in front of everyone else. Are you a hot jazz saxophonist? Play the saxophone. Are you a wild elf struggling through social interactions with civilised people? Struggle through those interactions! Don’t go off and sit in a tree, you prick!
This ties back into the first point, really; you only exist through your actions. It is not the responsibility of other players to read your backstory, and their characters cannot read minds. Well. Some of them can, but you know what I mean. They shouldn’t have to.
So display your talents, your traits, your weaknesses, your connections. Take every opportunity to show, and not tell, the other people at the table what your character is about.
THREE. Don’t try to stop things.
Negating another player’s actions is fairly useless play; it takes two possible story-changing elements and whacks them against each other so hard that neither of them works. For example, your fighter wants to punch some jerk, but your monk’s against it, so he grabs the fighter’s hand. In game terms, nothing’s happened. All you’ve done is waste time, and we don’t have infinite supplies of that.
Instead, go with the flow. Build. If the fighter wants to break someone’s nose, what happens after that? Does your monk rush to help the jerk up? To admonish the fighter? To apologise to the jerk’s friends, before shit really kicks off? To save the fighter in the big brawl that ensues, even though he was going against your will? Or to throw the biggest guy in the tavern right at him, to really teach him a lesson? Those are all examples of interesting stories. Stopping him from doing anything whatsoever isn’t.
Don’t negate, extrapolate. (See, that rhymes, so it’s easier to remember)
FOUR. Take full control of your character.
“My character wouldn’t do that” is a boring excuse, a massive NO to the game’s story on a fundamental level. It’s a point-blank refusal to participate.
Instead of being bound by pre-conceived notions of what your character would and would not do, embrace complications and do it, but try to work out why. Why is your Rogue doing this mission for the church? Does he have ulterior motives? Is it out of a sense of companionship with the rest of the party? Characters in uncomfortable situations are the meat and drink of drama.
(Do you remember that great story about that hobbit who told Gandalf to fuck off, and sat at home picking his hairy toes all day before his entire village was swallowed up by the armies of darkness? No. No you bloody don’t. So put on your backpack and get out there, Frodo)
If you keep finding yourself having to explain your actions, or not wanting to go along with group decisions because of your character’s motives… well, sweetheart, maybe your character’s motives are wrong. They’re not written in stone. The group’s the thing, not your snowflake character, and if they’re not working, drop them off at the next village and maybe try playing someone more open to new ideas. Maybe work with the group to build a character that fits in.
Your character is part of the story; this is not your character’s story.
FIVE. Don’t harm other players.
Oh ho, here’s a jolly thief that nicks stuff from the other party members! And their Sleight of Hand roll is so high that no-one will ever notice! Gosh, what a jape.
Fuck that guy. No-one likes that guy. (That guy generally plays Kender, and I am fully of the opinion that Kender should be promptly genocided out of all RPGs. I don’t think genocide is a crime if we’re talking about Kender.) If you steal from other players, you are exerting power over them in a really messy, underhanded sort of way. If they find out, what are they going to do? Are you going to force them to escalate? Is it fair if they kill you for it? Is that fun for them?
Similarly, attacking other players is awful, too. I’m okay with this where systems fully support and encourage this, of course – something like Paranoia or Dogs in the Vineyard – but, Christ guys, give it a rest. I am hard-pressed to think of a way where such a thing improves the game; if your group is fine with it, discuss it beforehand. But keep me out of it.
There are a whole load of things out there to steal from and beat up and kill that won’t get offended when you do it to them, so go bother them first.
SIX. Know the system, don’t be a dick about it.
If you know a system, you are easier to GM for, because you know your character’s limitations. You can calculate the rough odds of a particular action succeeding or failing, just like in real life. You can make prompt assessments of situations and act accordingly, because you understand the rules of the world.
(New players, of course, get a free pass on this one. But do make an effort to learn the rules, obviously, if you’re keen on sticking around in the hobby.)
But for the love of God, don’t rules-lawyer. Do not do that. It is not hard to work out, because here is a simple guide – if you are arguing over a rule for more than twenty seconds, you are a rules lawyer. You are the Health and Safety Inspector of roleplaying games, and you need to stop talking, because you are sucking the fun out of the game.
There are times when the rules are wrong, and that’s fine, but I’m hard-pressed to think of that time the guy remembered the rule and we all laughed and had a great time because he made the GM change it.
SEVEN. Give the game your attention. If you can’t give your full attention, step away from the table.
Hey! What’s that you’re playing, on your phone there? Oh, is it Candy Crush Saga? That’s funny, all these dice and character sheets gave me the impression that we were playing Dungeons and Fucking Dragons, I must be terribly mistaken.
It is hard to think of a way to be more dismissive of someone’s game than playing a different game during it. If you find yourself getting so bored by what’s going on you’re resorting to playing a game on your phone, or reading a book, or checking Facebook, then step away from the game. You are draining the group with your very presence. I would rather have an empty chair than someone who wasn’t paying attention, because I don’t have to entertain an empty chair.
And of course, it’s up to the GM to offer an entertaining game. This is not one-sided. But going back to point one, act whenever you can. Give them something to work with. Unless you’re paying them money to do this, they are under no obligation to dance like a monkey for you just because they’re behind the screen.
EIGHT. If you make someone uncomfortable, apologise and talk to them about it.
I have a rule in my games, and that rule is: “Nothing fucks anything else.” Simple. Clean. Elegant. No sexual conduct; it’s weird, often. I’ve had seduction attempts, obviously, and that’s fine. I’ve had characters deeply affected by rape. I’ve even had someone negotiate time with a skin-thief alien to reanimate a cat for the purposes of sexual pleasure as part of a heist. But, and this is the crucial thing here, nothing fucked anything else “onscreen.” And if you’re thinking, “Ha ha, okay then, but is fisting all right?” then fuck off out my game, sunshine.
And that’s the point; in situations like the ones we find ourselves in on a weekly basis, it’s easy to make people feel uncomfortable. Maybe it’s as blatant as discussing dead babies or bestiality; maybe it’s something much more benign, like being rude or chatting them up in-character.
If you think you might have upset someone, then ask ‘em, quietly. And if you have, apologise, and stop talking about that particular thing. It’s not rocket science; that’s how existing as a functioning social human being works, and somehow because we’re pretending to be a halfling for a bit, we often forget how to do it.
So, you know, be nice. Be extra nice. No-one’s going to think any less of you for it.
NINE. Be a Storyteller.
The World of Darkness books call their GM a Storyteller, because they are very obviously unable to call a spade a spade. But they have a point; a GM is telling stories. It’s easy to forget that the players are doing that too.
So put some effort in, eh? Say some words. Develop a character voice and stance. Describe your actions. Work out a level of agency with the GM so you can chip into wider descriptions, or just make assumptions and describe it and see if it sticks. A good GM should go with what you’re saying, anyway, unless it really goes against their plan.
Similarly, brevity = soul of wit, and all that. A good GM doesn’t monologue, or have their NPCs have long discussions, or make players sit back and watch while their world plays out. So know when to shut up, and to keep your descriptions short – unless you’re an incredible storyteller, of course. But short and punchy is always better than long and flowery.
TEN. Embrace failure.
Failure can be embarrassing. I know that I get pretty heated up when the dice don’t favour me – when I’ve spent ages waiting to have my turn in a large game, say, or when I’m using some special power, or when I’ve been talking a big talk for a while or described some fancy action – and I use some pretty bad language, too. And not “fun” bad language, like we all do when we’re gaming. Like threatening “is this guy okay” bad.
And that’s not cool. I need to learn to treat failure as a story branch, not a block. Why did I miss? Why didn’t my intimidation roll work? Why didn’t I pick the lock? Why was I seen? Who worked out that I’m the traitor? What other options can I explore?
Some systems build this in by default – Apocalypse World, for example – and they give you the ability to somehow affect the world whenever you roll the dice, not just fail to affect someone’s Hit Points. That’s great! We need to get ourselves into that mindset by default. We need to view failures as setbacks and explain why our character didn’t achieve their goal, and we need to understand that failure is not the end of the world.
ELEVEN. Play the game.
This is a game. This is not a challenge that exists solely in the head of your GM. This is not your character’s personal story arc. This is not your blog. This is not an excuse to chat up one of the other players. This is not a table to sit at in silence. This is a game.
We have signed up to play a game together. We are all telling a story with each other, to each other, and the story comes first. Step back from the heat of combat; step back from your character’s difficult relationship with their half-Drow mother; step back from the way that the Paladin’s player keeps stealing your dice.
This is a game. Respect the other players. Respect the story, and act in service of it. Respect that you will not always get your way, and that not getting your way can be interesting.
Do what is best for the game. Do what is best for the story. Be active! Be positive! Be interesting! Change things! If you can’t walk away at the end of the night with a good memory, with something that you could talk about in the pub in years to come, then everyone at the table has failed.
TWELVE You are not your bloody character
Good roleplaying requires you, as a player, to be aware that you are in a game; and not just in a “I don’t want to be Elfstar any more” sort of way. It means you have to understand what’s best for the story as a whole, because we are all performing for one another whether we want to or not. Just because our audience is small doesn’t mean it shouldn’t be catered to. This is all basic improv stuff that I’m cribbing, here. Say “Yes and,” or “Yes but,” and don’t say “No.” There are plenty of guides that can help you improvise more satisfying stories, and I suggest that you read them.
A lot of Player’s Handbooks talk about separating your character from your self; they are not you, and vice versa. Mainly this comes under the advice of not getting pissed off when the GM beats your character up with one of their characters, or when another character is rude to you. But there’s more to it than that. Your character is just a mask; your character is a story construct, not a person with thoughts and feelings and emotions. They are fully under your control. It is your responsibility to use that control not only over their thoughts, feelings and actions, but their position in the story.
I’ve given advice that advocates ceding control of your character, in the past – things like going along with plots even though your character wouldn’t enjoy doing so, letting other characters act against your will, and so on. And there seems to be a lot of argument against that advice, too. What I’m encouraging here is meta-gaming.
THIRTEEN Meta-gaming is not a dirty word
I don’t mean “meta-gaming” in the sense that you’re flicking through the Monster Manual to discover what gorgons are weak versus, or having your character act on knowledge that they don’t have. I’m saying… well, I’ll say it with an example.
Let’s say your Thief needs to steal something vital for your save-the-world plot from a the house of a wealthy collector. He could do it fine by himself, but he notices that the Cleric’s player hasn’t been up to much this game and is sitting quietly while the other players plan. Your character – a construct that doesn’t exist, that you made up, – sure as shit wouldn’t want the Cleric to come along. She’s noisy. She frowns on theft. She gets on your character’s nerves.
So what’s a better story? Is it the story of the time your Thief went off on his own and achieved the objectives quickly and cleanly? Or is it the story that you told after you asked the Cleric’s player if she can come up with a way for the pair of you to go together, and you end up odd-coupling your way through the mission? Maybe the Cleric insists that she comes with you to keep an eye on your light hands. Maybe she wants to learn how to be stealthy. Maybe she wants to learn more about the collector’s motivations. Cracking. Whatever. You have two characters not entirely in their element together. Go tell some stories.
You haven’t made your character any less of a character by doing so. All you’ve done is use your full control over them to put them in a more interesting position.
FOURTEEN Play your PC like an NPC
If you’ve never NPC'd in someone else’s game, do it. Do it as soon as you can. There is no better way to understand what the hell I’m talking about here.
As an NPC, you’re freed from long-term considerations of your actions. You’re an element of the plot. Your development is secondary to that of the PC’s. You’re not only thinking about how you would react to any given situation that comes up, but you’re trying to let the PCs shine. You’re steering them towards trouble, towards entertainment, towards adventure. You don’t have to worry about the grand motivations of being a GM; you are playing that character in that moment in that situation, you are using them as a tool to help the players tell stories.
I guarantee you that if you begin to treat your PC in the same way – separating them from your self, acting with one eye on being entertaining and story-focused and the other on playing them as a story tool – then you’ll start having more fun. You’ll find yourself in more difficult situations, interacting with characters you might not otherwise interact with. You will push up against your own comfort zone AND their comfort zone. You will triumph over adversity, or fail to triumph, and that’s what you’re after, right?
FIFTEEN Don’t compromise your character’s motivations, but do get them into trouble
Throughout all this, I don’t want to encourage people to destroy the core of their characters. I don’t want them to become faceless, motivationless, shifting bags of rules that merely follow the whim of the GM. I do want people to realise that what’s much more exciting than the “traditional” method of roleplaying is to position their character in difficult situations and role-play appropriately. To be aware of their existence within a game and control them appropriately.
Imagine your Thief needs to get information about saving the world from a prisoner, and he decides that torture is the way forward. Imagine the Cleric is against this. If you say – “Right, to hell with this, I’m torturing the guy.” The Cleric could stop you then and there, saying that she overpowers you and ties you to a post overnight until the guard come to collect the prisoner. If she succeeds, no-one gets any information; you don’t get to act.
Or! The Cleric’s player realises that this is an interesting thing to happen, for their morals to get in the way of the investigation, so they have their Cleric arrive halfway through your torture, rather than turn up before it starts. Maybe she’s got God stuff to do. Or she can’t make up her mind on it. Or she’s trying to persuade herself that it’s for the good of the world, but she just can’t. By the time she arrives, the guy’s a mess; but the GM realises that this is a good opportunity for some roleplaying, so he has the prisoner tell you half of what you need to know. Is the Cleric going to let you finish, now you’ve started? Does she heal away the pain you’ve inflicted? Are you going to listen to her? Does she call the church? Do you try and abscond with the prisoner?
That’s a conflict I can buy into. That hasn’t weakened either of your character motivations, but pushed a negation into a full-blown conflict because Bad Things Have Already Happened. Both of your characters get to do what they want and hold true to their morals, but both of the players realise that it’s more interesting for this to happen after the torture has begun. “Yes and,” not “No.” (my thanks to user Eskidell on the RPGnet for asking the torture question on this discussion thread)
SIXTEEN Imagine the stories Remember that time you had fought your way down to the bottom of the dungeon, and you were low on healing potions and all injured and you saw a dragon in front of you, laying on its hoard, eyes glinting through the thick darkness? And collectively, even though your characters and tired and beaten up and abused and could easily go home, hire an army, come back and kill this thing with minimum risk, you say – “Fuck it, let’s do this. Imagine the stories.”
Strive to be like that at all times. Imagine the stories, great and small, and help each other tell them.
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Post by Storyteller on Apr 23, 2014 9:59:33 GMT -7
I'm playing a character significantly more 'cunning' than me.
I don't have a problem playing intelligent characters - I consider myself fairly smart, and this question fully covers ways to play characters with higher intelligence.
The problem is, I'm naieve, embarrassingly honest, and have little to no social grace, to say nothing of my inability to manipulate others. Most problematically, I have trouble coming up with ways to truly manipulate others into doing what my maid wants them to do.
How can I roleplay a character considerably more cunning and manipulative than I've ever been in real life?
*****
Answer =
Geniuses are Hard It's easy to play a person stronger or faster than you, since we have an objective sense of how to scale up stats. A really agile character is just that- like you, just more agile. But mental stats are a lot trickier. We know what it's like to encounter a smarter/wiser/more charismatic person, but that doesn't tell you how to think or act like one. This is especially a problem when it comes to social characters, because lots of games like to have your social checks modified by how well you can roleplay. This can penalize the player for wanting to be that particular type of character. So how do we make it easier for socially awkward people to have highly charismatic characters?
We cheat. A common way to play more intelligent characters is to have the GM feed you extra info. You can directly ask the GM for hints on a puzzle, tell you if plans might have problems, etc. We can do a similar thing with manipulative characters: the GM and other players can work with out-of-game to make their characters easier to manipulate. Everyone's Just a Giant Pile o' Buttons
In order to influence someone, you need to know about them. Everyone has likes, dislikes, hopes, fears, secrets, etc. Your character could have some mechanical way of finding these out, where your GM would work with you to make that way effective. The better you do, the more you learn and the more audacious you can be. A minor success might be listening to gossip or doing some internet stalking. A major one could be looking your target's ex to spill everything to you during a drunken sadfest or even getting a look at his diary.
Note this opens up a lot of interesting roleplaying opportunities as a side effect of learning the information, as opposed to a requirement for learning it. The difference is that your success is guaranteed, so the roleplay is about determining how you did it instead of about determining if you can do it. This is a great place to work with the GM and other players: if Dave is so paranoid about people seeing his diary that he keeps it in his backpack at all times, what circumstances gave you a chance to peek?
I Feel You Bro A good manipulator can sense how other people feel, almost like a sixth sense. In this case, that sixth sense is metagaming. If players tell you what their characters are feeling and why they're feeling that way, your character can know it.
Let's Not Mention That I Killed Your Dog In order to persuade someone you have to know how what you say will impact them. Normally this is pretty hard, because most people don't even know themselves about how they'll respond to things. Fortunately, the players and GM have complete control over the other characters, so you should be able to ask "How will telling you XYZ affect your character?" and get a mostly accurate response. This helps you map out what your character should or shouldn't say and then pick the 'right' choice to get what you want. In game, of course, it will look like your character intuitively knows just the right thing to say. You can flip this around, too: "How can I get you to react this way", which helps if you can't think of what to say but your character can.
This also leads to some great opportunities to play out manipulation gone horribly wrong. Under some cases people should be able to lie to you and make you do the wrong thing. Alternatively, they could say "Your character thinks ABC will happen, but actually DEF will".
Summary It's easier to play a charismatic character if everybody else at the table is helping you make the character charismatic. This means giving you extra info or working with you in the roleplaying parts so that your character can better control their characters. It's your character that's supposed to be cunning, not you. You shouldn't be required to do the heavy lifting.
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