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<blockquote data-quote="Lanefan" data-source="post: 7464209" data-attributes="member: 29398"><p>Agreed that the pigeonholes are a bit too much hole and not enough pigeon. That said, most players are going to kind of default (vaguely) to one stance, use that as a base to drift from, and then return.</p><p></p><p>I guess I see the difference as being while both the author and director have a sense of character in that they've (usually) got a clear idea of what their characters are all about, what motivates them, etc.; only the actor has a sense of character in terms of actually <strong>being</strong> the character, inhabiting its personality and looking through its eyes. That's (ideally) what I'm after.</p><p></p><p>Simple game mechanics dictate we can't stay in actor all the time - no character ever says "I rolled a 6, plus 2 for strength and three for magic weapon - did I hit?" to her opponent! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> But barring these considerations, I'd far rather say what my character says and have others do likewise than play in the third person.</p><p></p><p>Someone else already hit it? Must have missed that - sorry. First I noticed it was in your post.</p><p></p><p>If I walk up to a food truck and ask for a hamburger it's only natural for me to expect to get handed a bun with some ground beef in it, along with some optional extras (sauce, lettuce, cheese, etc.); and if I get handed something else e.g. a fishburger or tofuburger or whatever I'm within reason to ask "What the hell is this?". Right?</p><p></p><p>Agreed. And the quickest way to develop said grasp of character is to become that character, to the extent that game mechanics and other considerations allow.</p><p>Again agreed, and preferably all in the same physical place.</p><p></p><p>I'll take horribad character-speak over player-speak any day; as at least the horribad character-speaker is trying, and the results are almost always amusing and-or entertaining.</p><p></p><p>I'm also more than capable of giving back horribad character-speak, as many who have gamed with me can attest. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>And here's where I disagree with both of you: player-speak can give some excellent game play but in the end that's all it is - a player playing a game. The player isn't even trying* to inhabit the character, think what it thinks, speak the character's words, etc. LARPs have it right - you become the character whose role you're playing. A tabletop game ideally is the same sort of thing, only without the costumes and active movement.</p><p></p><p>* - at least, not to an observer. Internally to herself the player might be quite actively doing all of these things, but if it's not reflected in her actual play then what's the point?</p><p></p><p>Lan-"speaking from an idealist point of view here, well knowing reality always blunts ideals"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7464209, member: 29398"] Agreed that the pigeonholes are a bit too much hole and not enough pigeon. That said, most players are going to kind of default (vaguely) to one stance, use that as a base to drift from, and then return. I guess I see the difference as being while both the author and director have a sense of character in that they've (usually) got a clear idea of what their characters are all about, what motivates them, etc.; only the actor has a sense of character in terms of actually [B]being[/B] the character, inhabiting its personality and looking through its eyes. That's (ideally) what I'm after. Simple game mechanics dictate we can't stay in actor all the time - no character ever says "I rolled a 6, plus 2 for strength and three for magic weapon - did I hit?" to her opponent! :) But barring these considerations, I'd far rather say what my character says and have others do likewise than play in the third person. Someone else already hit it? Must have missed that - sorry. First I noticed it was in your post. If I walk up to a food truck and ask for a hamburger it's only natural for me to expect to get handed a bun with some ground beef in it, along with some optional extras (sauce, lettuce, cheese, etc.); and if I get handed something else e.g. a fishburger or tofuburger or whatever I'm within reason to ask "What the hell is this?". Right? Agreed. And the quickest way to develop said grasp of character is to become that character, to the extent that game mechanics and other considerations allow. Again agreed, and preferably all in the same physical place. I'll take horribad character-speak over player-speak any day; as at least the horribad character-speaker is trying, and the results are almost always amusing and-or entertaining. I'm also more than capable of giving back horribad character-speak, as many who have gamed with me can attest. :) And here's where I disagree with both of you: player-speak can give some excellent game play but in the end that's all it is - a player playing a game. The player isn't even trying* to inhabit the character, think what it thinks, speak the character's words, etc. LARPs have it right - you become the character whose role you're playing. A tabletop game ideally is the same sort of thing, only without the costumes and active movement. * - at least, not to an observer. Internally to herself the player might be quite actively doing all of these things, but if it's not reflected in her actual play then what's the point? Lan-"speaking from an idealist point of view here, well knowing reality always blunts ideals"-efan [/QUOTE]
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