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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Ovinomancer" data-source="post: 7914997" data-attributes="member: 16814"><p>To have character arcs, the character must be at risk.</p><p></p><p>This doesn't mean that the character might die, or be hurt, or lose things, but instead that the fundamental nature of the character must be at risk. Something the character believes, or feels, or values as a core conceit must be at risk of being shown false, or different, or even validated through hardship. If you do not risk character, there's nothing that can change that isn't an arbitrary choice by the player or GM. And arbitrary change is fine, although it doesn't meet the desire of the OP to have games that involve character driven play.</p><p></p><p>I add my voice to those that say that acting is not necessary for character driven play. It's a method to feel connected to character, but isn't the only way nor always the best way. But, it doesn't improve the likelihood of character driven arcs, as you can act out a flat, unchanging character as well as a dynamic one -- the acting out doesn't change this.</p><p></p><p>I also disagree with [USER=4937]@Celebrim[/USER] that small groups are needed for character focus. Group size affects spotlight time, but doesn't really affect how well a character arc can be realized in play. As Colossus tells us, it's two or three moments, not sessions of attention.</p><p></p><p>Finally, on system, it matters but isn't definitive. D&D has no mechanics that puts character at risk, for instance, nor any means for a player to force resolution on an issue of character. That's not to say that D&D cannot do character, but that it moves into the realm of extra-ruleset agreement or fiat by player or GM. This makes character ad hoc, and thereby more unlikely to feature as an element of play outside of determined effort to just do it by the players. Other system put character at risk as a fundamental part of play, and provide mechanics that allow for resolution of such issues from both sides of the screen. This doesn't mean it works, but the system is at least attempting to make character a part of the process of play, and that helps.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7914997, member: 16814"] To have character arcs, the character must be at risk. This doesn't mean that the character might die, or be hurt, or lose things, but instead that the fundamental nature of the character must be at risk. Something the character believes, or feels, or values as a core conceit must be at risk of being shown false, or different, or even validated through hardship. If you do not risk character, there's nothing that can change that isn't an arbitrary choice by the player or GM. And arbitrary change is fine, although it doesn't meet the desire of the OP to have games that involve character driven play. I add my voice to those that say that acting is not necessary for character driven play. It's a method to feel connected to character, but isn't the only way nor always the best way. But, it doesn't improve the likelihood of character driven arcs, as you can act out a flat, unchanging character as well as a dynamic one -- the acting out doesn't change this. I also disagree with [USER=4937]@Celebrim[/USER] that small groups are needed for character focus. Group size affects spotlight time, but doesn't really affect how well a character arc can be realized in play. As Colossus tells us, it's two or three moments, not sessions of attention. Finally, on system, it matters but isn't definitive. D&D has no mechanics that puts character at risk, for instance, nor any means for a player to force resolution on an issue of character. That's not to say that D&D cannot do character, but that it moves into the realm of extra-ruleset agreement or fiat by player or GM. This makes character ad hoc, and thereby more unlikely to feature as an element of play outside of determined effort to just do it by the players. Other system put character at risk as a fundamental part of play, and provide mechanics that allow for resolution of such issues from both sides of the screen. This doesn't mean it works, but the system is at least attempting to make character a part of the process of play, and that helps. [/QUOTE]
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