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Driving NARRATIVE in RPGs, not STORY
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<blockquote data-quote="Janx" data-source="post: 6094593" data-attributes="member: 8835"><p>Well aside from this not being your problem to solve (i.e. not the GM). The player may be experienced, but whatever gaming baggage she has is blocking her from connecting the dots to actually act on it. In effect, she still hasn't gotten the memo. She's going to keep hosing herself.</p><p></p><p>As an armchair PC psychologist, I would deduce one of the follow to explain her behavior:</p><p>she views backstory as a means for the GM to screw her character, and in effect views bad things happening to her relatives as the GM trying to make her do stuff.</p><p>she wants no entangling past so she can justify doing whatever she wants (the usual pattern for lone wolf types, who also favor Chaotic Neutral)</p><p></p><p>Obviously, those are stereotypes. But it's the usual pattern. I've got a friend who would play a Forsaker Monk with Vow of Poverty every time he could. His mentality is to have zero dependency on equipment, so the GM can't take it away or screw with him. You can bet a GM over-played the equipment yankage card on him.</p><p></p><p>I would think GM trust is the background problem. If the player doesn't trust that the GM is making "bad stuff happen" for a good or entertaining reason, then they'll resist it. Plus, there's the added factor that anybody with sense is going to actively resist bad stuff. So separating bad stuff happening to the PC must be resisted by the PC, but enjoyed as fiction by the player is a requirement for success.</p></blockquote><p></p>
[QUOTE="Janx, post: 6094593, member: 8835"] Well aside from this not being your problem to solve (i.e. not the GM). The player may be experienced, but whatever gaming baggage she has is blocking her from connecting the dots to actually act on it. In effect, she still hasn't gotten the memo. She's going to keep hosing herself. As an armchair PC psychologist, I would deduce one of the follow to explain her behavior: she views backstory as a means for the GM to screw her character, and in effect views bad things happening to her relatives as the GM trying to make her do stuff. she wants no entangling past so she can justify doing whatever she wants (the usual pattern for lone wolf types, who also favor Chaotic Neutral) Obviously, those are stereotypes. But it's the usual pattern. I've got a friend who would play a Forsaker Monk with Vow of Poverty every time he could. His mentality is to have zero dependency on equipment, so the GM can't take it away or screw with him. You can bet a GM over-played the equipment yankage card on him. I would think GM trust is the background problem. If the player doesn't trust that the GM is making "bad stuff happen" for a good or entertaining reason, then they'll resist it. Plus, there's the added factor that anybody with sense is going to actively resist bad stuff. So separating bad stuff happening to the PC must be resisted by the PC, but enjoyed as fiction by the player is a requirement for success. [/QUOTE]
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