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Ethics & Ettiquette: Deceased player, living character(s)
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<blockquote data-quote="Teo Twawki" data-source="post: 8935209" data-attributes="member: 7033305"><p>My own perspective is to continue on to the benefit of the living, so long as the deceased did not suggest something to the contrary. I have a unique relationship with so-called "real life" and rpgs, since I began my longterm relationship with gaming at the same point in time and space I met some whacknutjob person who I now call The Husband, and that time place was a military siege of my hometown where friends and neighbors from daily life could live or die each day. Our--my--rpg worlds are not some hobby I engage in, they are imprinted upon my survival psyche and something I psychologically feel as a basic function of who I am and what I do. Once I go back to the eternity of darkness that is after and before who I am dances in an too brief warm brightness, I'd hope that anything I left behind of moderate value would be cared and tended for, be it my house plants, my furbabies, my dozens of short stories, or my fragments of personality called player characters in some wondrous fictional world. Isn't that one reason we all love gaming? To play in life or death situations from the relatively safe distance of being both audience and author? If my character is going to die, it has to <em>mean</em> something. Which is not at all true in the life that happens in us and around us. Without stories we tell ourselves about ourselves (even if those selves are fictional characters who may not be at all similar to us), there often is no meaning.</p><p></p><p>The aforementioned Husband has a dear Friend that was <em>another himself</em>. They lived together at various points in their tens and twenties, and gamed almost daily when they did. Friend took his homecoming by his own hand, and among the many things he left in this world, were some boxes of of gaming materials. Characters, drawings, and campaign notes for an epic adaptation of Blue Öyster Cult's greater <em>Imaginos</em> song cycle. Friend's wife kept that for a handful of years before handing it over to The Husband. We talked about piecing it together and playing it, because The Husband thought that's what Friend probably wanted, and we've dipped into the campaign a few times here and there to play this scenario or add that scene to whatever we were currently playing. But the chemistry isn't there to run it. Friend isn't there and, more than the blank spaces he left on the proverbial campaign map, the interplay of The Husband and his Friend isn't there to fully create the intended fictional universe. So the full campaign will probably never be played, but Friend's presence is never absent when we game. From an NPC that was his or an outrageously unexpected decision made because <em>that's what he woulda done</em> to some subtle vivisection of game or setting that shouldn't work, but does.</p><p></p><p>As we all have probably heard in some form or fashion, some cultures hold the belief that if someone's life is relived in stories they tell, that person is never fully gone. I like to focus on tiny remaining life that struggles against the encroaching darkness forever. Amen.</p><p></p><p>Eh. That might have been too deep even for the topic of death of a loved one and fellow gamer. Trick of the light and too much caffeine.</p><p></p><p>Or maybe not enough.</p></blockquote><p></p>
[QUOTE="Teo Twawki, post: 8935209, member: 7033305"] My own perspective is to continue on to the benefit of the living, so long as the deceased did not suggest something to the contrary. I have a unique relationship with so-called "real life" and rpgs, since I began my longterm relationship with gaming at the same point in time and space I met some whacknutjob person who I now call The Husband, and that time place was a military siege of my hometown where friends and neighbors from daily life could live or die each day. Our--my--rpg worlds are not some hobby I engage in, they are imprinted upon my survival psyche and something I psychologically feel as a basic function of who I am and what I do. Once I go back to the eternity of darkness that is after and before who I am dances in an too brief warm brightness, I'd hope that anything I left behind of moderate value would be cared and tended for, be it my house plants, my furbabies, my dozens of short stories, or my fragments of personality called player characters in some wondrous fictional world. Isn't that one reason we all love gaming? To play in life or death situations from the relatively safe distance of being both audience and author? If my character is going to die, it has to [I]mean[/I] something. Which is not at all true in the life that happens in us and around us. Without stories we tell ourselves about ourselves (even if those selves are fictional characters who may not be at all similar to us), there often is no meaning. The aforementioned Husband has a dear Friend that was [I]another himself[/I]. They lived together at various points in their tens and twenties, and gamed almost daily when they did. Friend took his homecoming by his own hand, and among the many things he left in this world, were some boxes of of gaming materials. Characters, drawings, and campaign notes for an epic adaptation of Blue Öyster Cult's greater [I]Imaginos[/I] song cycle. Friend's wife kept that for a handful of years before handing it over to The Husband. We talked about piecing it together and playing it, because The Husband thought that's what Friend probably wanted, and we've dipped into the campaign a few times here and there to play this scenario or add that scene to whatever we were currently playing. But the chemistry isn't there to run it. Friend isn't there and, more than the blank spaces he left on the proverbial campaign map, the interplay of The Husband and his Friend isn't there to fully create the intended fictional universe. So the full campaign will probably never be played, but Friend's presence is never absent when we game. From an NPC that was his or an outrageously unexpected decision made because [I]that's what he woulda done[/I] to some subtle vivisection of game or setting that shouldn't work, but does. As we all have probably heard in some form or fashion, some cultures hold the belief that if someone's life is relived in stories they tell, that person is never fully gone. I like to focus on tiny remaining life that struggles against the encroaching darkness forever. Amen. Eh. That might have been too deep even for the topic of death of a loved one and fellow gamer. Trick of the light and too much caffeine. Or maybe not enough. [/QUOTE]
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