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Case against continuity
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<blockquote data-quote="loverdrive" data-source="post: 9069297" data-attributes="member: 7027139"><p>There are two different things that I mistakenly lumped together in the OP:</p><ol> <li data-xf-list-type="ol">I have trouble caring about my own characters until I have played them (or maybe with them?) enough to figure out who they are through play; but at that point, there are lots of missed opportunities for things that I would play differently only if I understood the character's personality better.</li> <li data-xf-list-type="ol">Dealing with consequences of something can be a real pain in the ass. Like, a character can make a heroic sacrifice only once. Or finally confess their love to another character for the first time. Or embrace darkness within themselves. Or whatever. Things that fundamentally change (or recontextualize) the character are "expensive", and if they are rewinded back to the square one afterwards it, uhm, drives the price down.</li> </ol><p></p><p>The two are related: who the character <em>was</em> may become clear only after something irreversible already happened. In an S&V game my character, Photographer, didn't really have much personality until he rescued a girl in what amounts to a random encounter, paid her medical bills and took her, and several sessions latter something along the lines of:</p><p>— Why are you doing this? Helping me, I mean?</p><p>— I... I don't know. Repenting for my sins, I guess. I've did a lot of despicable things in my life, I'll never be a good man, but I can do at least <em>something</em> good.</p><p></p><p>Then, it clicked. He is a hardened criminal who knows that he can't be anything other than a hardened criminal, but is remorseful about that.</p><p></p><p>Too bad he was a "charsheet with legs" for the majority of the campaign and there was absolutely no foreshadowing of this development, and too bad I can't do jack about it now.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9069297, member: 7027139"] There are two different things that I mistakenly lumped together in the OP: [LIST=1] [*]I have trouble caring about my own characters until I have played them (or maybe with them?) enough to figure out who they are through play; but at that point, there are lots of missed opportunities for things that I would play differently only if I understood the character's personality better. [*]Dealing with consequences of something can be a real pain in the ass. Like, a character can make a heroic sacrifice only once. Or finally confess their love to another character for the first time. Or embrace darkness within themselves. Or whatever. Things that fundamentally change (or recontextualize) the character are "expensive", and if they are rewinded back to the square one afterwards it, uhm, drives the price down. [/LIST] The two are related: who the character [I]was[/I] may become clear only after something irreversible already happened. In an S&V game my character, Photographer, didn't really have much personality until he rescued a girl in what amounts to a random encounter, paid her medical bills and took her, and several sessions latter something along the lines of: — Why are you doing this? Helping me, I mean? — I... I don't know. Repenting for my sins, I guess. I've did a lot of despicable things in my life, I'll never be a good man, but I can do at least [I]something[/I] good. Then, it clicked. He is a hardened criminal who knows that he can't be anything other than a hardened criminal, but is remorseful about that. Too bad he was a "charsheet with legs" for the majority of the campaign and there was absolutely no foreshadowing of this development, and too bad I can't do jack about it now. [/QUOTE]
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