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NeoTrad/OC Play, & the treatment of friendly NPCs (++)
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<blockquote data-quote="zakael19" data-source="post: 9500947" data-attributes="member: 7044099"><p>It's interesting to go back and actually read that excerpt because like, I try very hard to get into my player's character's head along that line <em>but </em>I <em>ask the question.</em> I'd ask something like "Ame, as you see the sentient spell stuttering to itself as it fights an existential crisis from your words, does this spark any like... reflection in you? Does your mind flash back to the last few times you thoughtlessly said things and sparked conflict, or is this just another frantic backpedal to talk yourself out a situation your mouth landed you in?"</p><p></p><p>Now you're <em>asking a provocative question </em>the answer of which informs the table of the character's current mind-state, thought patterns, instincts, etc etc along the lines of what you said. Now regardless of which way (or something else as you suggest) the player goes with we've all learned something about them, and maybe challenged them to see if yeah - this really is a moment of character growth/change, or not. But I've found this sort of um, guided introspection? Not something that's come up with OC players much (and maybe I"ve just not found the right sorts?). I'm not sure if its because when you're constantly in 1st person / identifying with your OC it's harder to like put them at arms length and ask the questions honestly or something, or more just "I'm here to realize my character and pursue their arc and not really be challenged by events to grow and change in unexpected ways."</p><p></p><p>Now my narrativist games - which I freely admit I'm probably drifting a bit away from more um "pure" or hard charging narrativism into a bit of a slower introspective thing focused on the character's internal lives to a degree - it's constant. We're exposing the decision making process / mind state / drives and instincts etc out constantly in the open so everybody can appreciate it and then do further compelling role-play to drive / challenge each other on stuff. In my Monday Stonetop game, 4/4 players have now redefined their Instinct (a centering point for both role-play and XP generation) over the course of the last few sessions because they've all changed and, <em>most importantly, </em>in ways that all 4 players have said were "because they realized through play that their characters drives had changed from what they originally thought."</p></blockquote><p></p>
[QUOTE="zakael19, post: 9500947, member: 7044099"] It's interesting to go back and actually read that excerpt because like, I try very hard to get into my player's character's head along that line [I]but [/I]I [I]ask the question.[/I] I'd ask something like "Ame, as you see the sentient spell stuttering to itself as it fights an existential crisis from your words, does this spark any like... reflection in you? Does your mind flash back to the last few times you thoughtlessly said things and sparked conflict, or is this just another frantic backpedal to talk yourself out a situation your mouth landed you in?" Now you're [I]asking a provocative question [/I]the answer of which informs the table of the character's current mind-state, thought patterns, instincts, etc etc along the lines of what you said. Now regardless of which way (or something else as you suggest) the player goes with we've all learned something about them, and maybe challenged them to see if yeah - this really is a moment of character growth/change, or not. But I've found this sort of um, guided introspection? Not something that's come up with OC players much (and maybe I"ve just not found the right sorts?). I'm not sure if its because when you're constantly in 1st person / identifying with your OC it's harder to like put them at arms length and ask the questions honestly or something, or more just "I'm here to realize my character and pursue their arc and not really be challenged by events to grow and change in unexpected ways." Now my narrativist games - which I freely admit I'm probably drifting a bit away from more um "pure" or hard charging narrativism into a bit of a slower introspective thing focused on the character's internal lives to a degree - it's constant. We're exposing the decision making process / mind state / drives and instincts etc out constantly in the open so everybody can appreciate it and then do further compelling role-play to drive / challenge each other on stuff. In my Monday Stonetop game, 4/4 players have now redefined their Instinct (a centering point for both role-play and XP generation) over the course of the last few sessions because they've all changed and, [I]most importantly, [/I]in ways that all 4 players have said were "because they realized through play that their characters drives had changed from what they originally thought." [/QUOTE]
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