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Musing on the Nature of Character in RPGs
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<blockquote data-quote="hawkeyefan" data-source="post: 8451521" data-attributes="member: 6785785"><p>I think different games go about this in different ways, and there are pros and cons depending on one’s preference. The Between, to me, seems to be promoting the idea of not having a lot predetermined about your PC other than the basics of the chosen playbook. But I don’t think that prevents anyone from having a fully fleshed out idea for the character. It may cause some friction to do so, but I don’t see that it must.</p><p></p><p>I generally prefer to approach play with a loose idea of my character. Like a very rough sketch. And then see how play goes and what makes sense for them as play develops.</p><p></p><p>I have a Blades character, for example, who I conceived of as a danger junkie. I even named him Risk. My intention was to basically be as bold and daring as possible, without really worrying about the consequences. Just total caution to the wind type. I figured that would make for a potentially interesting dynamic among the crew.</p><p></p><p>But as the other players kind of developed their characters, that idea became less…central? Necessary? One crew member is a Cutter and took the bodyguard ability as their first ability. So that PC is constantly leaping into harm’s way to protect the others. And the third crew member took a trauma early on, and went with Reckless. So with two crew members also leaping into danger without care, it didn’t seem to me to make as much sense to focus on that as Risk’s defining quality.</p><p></p><p>So he’s still a danger junkie, but now I’ve started viewing it through the lens of what his decisions have done, what kind of life is he leading now as a scoundrel and what kind of harm does that mean for his friends and associates and himself, versus a more normal life. The other two crew members are now riddled with traumas (they each now have 3 traumas, while Risk only has 1). So he’s kind of looking at this lifestyle and seeing the impact and considering if it’s what’s best.</p><p></p><p>So total shift in thinking about the character based on how play has gone and what other participants have done. Risk still has all the qualities that I had envisioned him having when I created him, but there has been a shift in focus. There was no need to play someone who got others into trouble when the others were already running headlong into trouble themselves.</p><p></p><p>Just an example of holding onto character concept loosely that I felt would fit the thread.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8451521, member: 6785785"] I think different games go about this in different ways, and there are pros and cons depending on one’s preference. The Between, to me, seems to be promoting the idea of not having a lot predetermined about your PC other than the basics of the chosen playbook. But I don’t think that prevents anyone from having a fully fleshed out idea for the character. It may cause some friction to do so, but I don’t see that it must. I generally prefer to approach play with a loose idea of my character. Like a very rough sketch. And then see how play goes and what makes sense for them as play develops. I have a Blades character, for example, who I conceived of as a danger junkie. I even named him Risk. My intention was to basically be as bold and daring as possible, without really worrying about the consequences. Just total caution to the wind type. I figured that would make for a potentially interesting dynamic among the crew. But as the other players kind of developed their characters, that idea became less…central? Necessary? One crew member is a Cutter and took the bodyguard ability as their first ability. So that PC is constantly leaping into harm’s way to protect the others. And the third crew member took a trauma early on, and went with Reckless. So with two crew members also leaping into danger without care, it didn’t seem to me to make as much sense to focus on that as Risk’s defining quality. So he’s still a danger junkie, but now I’ve started viewing it through the lens of what his decisions have done, what kind of life is he leading now as a scoundrel and what kind of harm does that mean for his friends and associates and himself, versus a more normal life. The other two crew members are now riddled with traumas (they each now have 3 traumas, while Risk only has 1). So he’s kind of looking at this lifestyle and seeing the impact and considering if it’s what’s best. So total shift in thinking about the character based on how play has gone and what other participants have done. Risk still has all the qualities that I had envisioned him having when I created him, but there has been a shift in focus. There was no need to play someone who got others into trouble when the others were already running headlong into trouble themselves. Just an example of holding onto character concept loosely that I felt would fit the thread. [/QUOTE]
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