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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="tomBitonti" data-source="post: 8945626" data-attributes="member: 13107"><p>An example for purposes of discussion:</p><p></p><p>---</p><p></p><p>The player characters are from Town X, which has an esteemed local hero whom is universally known and admired. The hero has particular ties to two of the PCS: One of the characters is the nephew of the hero, with the hero being an accepted role model. Another character went on a successful monster hunt with the hero, during which the hero showed great bravery.</p><p></p><p>The town mayor hires the characters to investigate and, if possible, stop, a series of horrific cult style murders.</p><p></p><p>During the investigation, the characters track down and finally uncover the culprits: A group of chaos worshippers led by none other than the local hero. There is a confrontation during the preparations for another sacrifice.</p><p></p><p>---</p><p></p><p>Then, how should the confrontation proceed?</p><p></p><p>In many games, the psychological impact of the confrontation would not adjust the PCs actions based on their relationship with the villain. Roll initiative then fight.</p><p></p><p>In some games, there will by psychological impacts. Shock and disbelief, or perhaps blind rage. These would become a part of the confrontation, impacting the PCs actions. A badly shocked character might be momentarily stunned. An angry PC might become enraged, forging ahead recklessly. Neither action is ideal for a combat encounter, and many players would object to the players actually taking these actions. Or for the GM to impose the actions. But the actions are psychologically consistent and appropriate.</p><p></p><p>---</p><p></p><p>I think that adding psychology, including but not limited to character history, motivations, and personality do constrain the choices available to a character in regards to their PC's action. This seems almost tautological: Added constraints limit choices.</p><p></p><p>But I don't think that means there are <em>no</em> choices. Having fewer choices doesn't mean having none.</p><p></p><p>And, adding psychology adds a dimension to the story, and fleshes out the characters. And, in a way, adds additional "actions", in that characters are unconstrained by tight calculations of what is most tactically efficient.</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 8945626, member: 13107"] An example for purposes of discussion: --- The player characters are from Town X, which has an esteemed local hero whom is universally known and admired. The hero has particular ties to two of the PCS: One of the characters is the nephew of the hero, with the hero being an accepted role model. Another character went on a successful monster hunt with the hero, during which the hero showed great bravery. The town mayor hires the characters to investigate and, if possible, stop, a series of horrific cult style murders. During the investigation, the characters track down and finally uncover the culprits: A group of chaos worshippers led by none other than the local hero. There is a confrontation during the preparations for another sacrifice. --- Then, how should the confrontation proceed? In many games, the psychological impact of the confrontation would not adjust the PCs actions based on their relationship with the villain. Roll initiative then fight. In some games, there will by psychological impacts. Shock and disbelief, or perhaps blind rage. These would become a part of the confrontation, impacting the PCs actions. A badly shocked character might be momentarily stunned. An angry PC might become enraged, forging ahead recklessly. Neither action is ideal for a combat encounter, and many players would object to the players actually taking these actions. Or for the GM to impose the actions. But the actions are psychologically consistent and appropriate. --- I think that adding psychology, including but not limited to character history, motivations, and personality do constrain the choices available to a character in regards to their PC's action. This seems almost tautological: Added constraints limit choices. But I don't think that means there are [I]no[/I] choices. Having fewer choices doesn't mean having none. And, adding psychology adds a dimension to the story, and fleshes out the characters. And, in a way, adds additional "actions", in that characters are unconstrained by tight calculations of what is most tactically efficient. TomB [/QUOTE]
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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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