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Caring ABOUT versus caring FOR a character -- Fascinating critique of gaming principles from "The Last of Us"
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<blockquote data-quote="Baron Opal II" data-source="post: 8939637" data-attributes="member: 6794067"><p>Yes, if that's what you're looking for. It's not going to happen every time, nor should it, really. You're not going to make high art repeatably like in theater. Being able to make choices as a part of a group prevents the fine tuning that a director lends.</p><p></p><p></p><p>Only until you get to know the character. The rules of the game define the physical aspects of the character. The experiences in the party as they adventure inform the personality.</p><p></p><p>I don't think you can get to that level unless it is something that you want, first of all, and you've been playing the character for a while. This isn't going to happen at a convention game or one-shot unless you have done a number of cold reads. You have to discover the character in play, first. As you play, especially once you become adroit with the system, it fades in the background. On the third adventure or so, once <em>time </em>has been invested in the characters, party, and milieu, then they generate a life of their own. This is when "I'm just doing what my character would do" stops being a shield for jerks and becomes something that doesn't need to be said. Everyone around the table, whether they are shocked, delighted, amused, upset in the moment, knows your character well enough that it makes sense after the fact.</p><p></p><p>When you take a role in theater your performance is based, ultimately, on three things: the author's words, the director's vision, and the actor's insight. When those blend together harmoniously you have an amazing production. But, that's not what we're doing. We need to develop insight into our characters, but the authorial and directorial responsibilities are shared. You're not writing a story or directing a play. You are in a rules-based process of discovery. As such, you have only partial control over the end.</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8939637, member: 6794067"] Yes, if that's what you're looking for. It's not going to happen every time, nor should it, really. You're not going to make high art repeatably like in theater. Being able to make choices as a part of a group prevents the fine tuning that a director lends. Only until you get to know the character. The rules of the game define the physical aspects of the character. The experiences in the party as they adventure inform the personality. I don't think you can get to that level unless it is something that you want, first of all, and you've been playing the character for a while. This isn't going to happen at a convention game or one-shot unless you have done a number of cold reads. You have to discover the character in play, first. As you play, especially once you become adroit with the system, it fades in the background. On the third adventure or so, once [I]time [/I]has been invested in the characters, party, and milieu, then they generate a life of their own. This is when "I'm just doing what my character would do" stops being a shield for jerks and becomes something that doesn't need to be said. Everyone around the table, whether they are shocked, delighted, amused, upset in the moment, knows your character well enough that it makes sense after the fact. When you take a role in theater your performance is based, ultimately, on three things: the author's words, the director's vision, and the actor's insight. When those blend together harmoniously you have an amazing production. But, that's not what we're doing. We need to develop insight into our characters, but the authorial and directorial responsibilities are shared. You're not writing a story or directing a play. You are in a rules-based process of discovery. As such, you have only partial control over the end. [/QUOTE]
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