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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="innerdude" data-source="post: 7912877" data-attributes="member: 85870"><p>I've been thinking a lot lately about how despite having a tremendous amount of fun with RPGs over the years, I continue have a sense of lack, or dissatisfaction with one particular aspect of my play experiences---namely, I have found it to be nigh impossible to drift into what I would consider a true "character-driven" style of play.</p><p></p><p>Let me explain what I mean by that.</p><p></p><p>I know that most new systems these days have specific focuses on character backstory, personality traits, motivations, and desires. Even D&D, the long-time standard bearer for keeping the game more focused on gameplay rather than character driven needs, added new character-oriented traits in 5e, to say nothing of Fate which goes out of its way to purposefully bring these elements to the forefront of play.</p><p></p><p>And yes, these new character design features are incredibly useful in helping us as players come to "see" our characters as more "real" within the fiction. But in my experience, even the best of these character "hooks" or inputs don't seem to make a difference in driving an in-play narrative of substantive character change---i.e., the experience of watching a character <em>materially change</em> <em>in ways that are fundamental to their place in the fiction. </em></p><p></p><p>It's generally agreed that one of the vital, key elements of great literature is a character "arc"---the observed phenomenon of a character or characters fundamentally coming to view the world and their place in it in new ways. It is these character journeys that create some of the most powerful, compelling moments that cause as us reader-participants to feel emotional resonance---to feel as if we are experiencing something meaningful, even if we are only having the experience referentially.</p><p></p><p>Obviously not having this kind of emotional resonance in RPG play doesn't mean that our player-characters aren't making "meaningful" choices. Players are often faced with having their characters act out in response to moral choices, in multiple gradations---we choose to fight for the noble baron instead of the greedy viscount; choose to let the orc leader live rather than killing him; choose to steal, but from only the top 10% of most wealthy citizens; choose to kill the evil sorcerer now to prevent the deaths of thousands later.</p><p></p><p>But the actual mechanical interplay of rules in a typical roleplaying game experience does almost nothing to promote the kind of self-reflexivity that is necessary for the kind of deep-rooted emotional resonance found in literature. At no time during a roleplaying session have I ever come close to having the vivid, deep, emotional response I felt when reading the last 100 pages of Guy Gavriel Kay's novel <em>Under Heaven---</em>nor even upon reflection am I able to see how the act of tabletop roleplaying would provide the means to do so.</p><p></p><p>It's interesting, because though I find "Railroad GM-ing" to be highly distasteful and generally anathema to the types of RPG experiences I personally would enjoy, I can begin to glimpse why a GM might try to use specific GM Force©™ in a campaign---because they think that the application of force to the "story" is a means to getting to some of that emotional resonance. It's a recognition on the part of the GM that emotional resonance is possible through a "story focus" that leads to potential meaning. Unfortunately, it seems that the application of GM Force runs counter to both endpoints---it detracts from the aspects of player freedom and choice, while only minimally (if at all) leading to the resonance made possible through the act of "pure creation" of fiction whole cloth.</p><p></p><p>And so I begin to wonder if the desire to have those kinds of emotionally resonant experiences during RPG play are somehow a fool's errand on my part. That I'm looking for a "character-driven" experience that simply isn't there and never really can be, and so should just accept RPG play for what it <em>is</em>, rather than trying to somehow keep reaching for this illusory experience that it's never once provided before.</p></blockquote><p></p>
[QUOTE="innerdude, post: 7912877, member: 85870"] I've been thinking a lot lately about how despite having a tremendous amount of fun with RPGs over the years, I continue have a sense of lack, or dissatisfaction with one particular aspect of my play experiences---namely, I have found it to be nigh impossible to drift into what I would consider a true "character-driven" style of play. Let me explain what I mean by that. I know that most new systems these days have specific focuses on character backstory, personality traits, motivations, and desires. Even D&D, the long-time standard bearer for keeping the game more focused on gameplay rather than character driven needs, added new character-oriented traits in 5e, to say nothing of Fate which goes out of its way to purposefully bring these elements to the forefront of play. And yes, these new character design features are incredibly useful in helping us as players come to "see" our characters as more "real" within the fiction. But in my experience, even the best of these character "hooks" or inputs don't seem to make a difference in driving an in-play narrative of substantive character change---i.e., the experience of watching a character [I]materially change[/I] [I]in ways that are fundamental to their place in the fiction. [/I] It's generally agreed that one of the vital, key elements of great literature is a character "arc"---the observed phenomenon of a character or characters fundamentally coming to view the world and their place in it in new ways. It is these character journeys that create some of the most powerful, compelling moments that cause as us reader-participants to feel emotional resonance---to feel as if we are experiencing something meaningful, even if we are only having the experience referentially. Obviously not having this kind of emotional resonance in RPG play doesn't mean that our player-characters aren't making "meaningful" choices. Players are often faced with having their characters act out in response to moral choices, in multiple gradations---we choose to fight for the noble baron instead of the greedy viscount; choose to let the orc leader live rather than killing him; choose to steal, but from only the top 10% of most wealthy citizens; choose to kill the evil sorcerer now to prevent the deaths of thousands later. But the actual mechanical interplay of rules in a typical roleplaying game experience does almost nothing to promote the kind of self-reflexivity that is necessary for the kind of deep-rooted emotional resonance found in literature. At no time during a roleplaying session have I ever come close to having the vivid, deep, emotional response I felt when reading the last 100 pages of Guy Gavriel Kay's novel [I]Under Heaven---[/I]nor even upon reflection am I able to see how the act of tabletop roleplaying would provide the means to do so. It's interesting, because though I find "Railroad GM-ing" to be highly distasteful and generally anathema to the types of RPG experiences I personally would enjoy, I can begin to glimpse why a GM might try to use specific GM Force©™ in a campaign---because they think that the application of force to the "story" is a means to getting to some of that emotional resonance. It's a recognition on the part of the GM that emotional resonance is possible through a "story focus" that leads to potential meaning. Unfortunately, it seems that the application of GM Force runs counter to both endpoints---it detracts from the aspects of player freedom and choice, while only minimally (if at all) leading to the resonance made possible through the act of "pure creation" of fiction whole cloth. And so I begin to wonder if the desire to have those kinds of emotionally resonant experiences during RPG play are somehow a fool's errand on my part. That I'm looking for a "character-driven" experience that simply isn't there and never really can be, and so should just accept RPG play for what it [I]is[/I], rather than trying to somehow keep reaching for this illusory experience that it's never once provided before. [/QUOTE]
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