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Playing With Collectively "Owned" Characters
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<blockquote data-quote="John Out West" data-source="post: 7595283" data-attributes="member: 6893656"><p>I've done some of this before, or at least something like it. What I like to do is, occasionally, have the players Role-Play their enemies. They get to hunt down their own PCs and even fight them, and best of all they get to help develop the enemy's personalities and features. Generally, the players feel a lot more free while playing their enemies, since they know that they don't have to live with any of their consequences.</p><p></p><p>I think that's going to be the main difference; Consequences. If a PC is your own, you make the best decisions possible for the long run, because you have to live with the consequences for your actions. If its a one-time PC, there will be no consequences so you're able to do anything, but this generallys seems to result in "Silly" behavior from the players in my experience, and they seem to have trouble role-playing. If its a one-time enemy PC, you are encouraged to make mistakes and incur negative consequences. They also tend to be good at role-playing, since they know that if they begin the "Silly" behavior they will lose control of their enemy, and the longer they are in control the more mistakes they can make.</p><p></p><p>I've never made a shared rotating PC, but I imagine what would happen is that players would mess with one another, taking short-term gains and having the next player incur the consequences. This is good for certain characters, as it can represent characters being overcome with lust or pride, and it encourages players to act on those urges. I think if most PC's loved their wife, they would never cheat on them, but if its a rotating character they would be more willing to take the short-term gain over the long-term risk. </p><p></p><p>So, it can be good, but it depends on what kind of behavior you're looking to get out of your players.</p></blockquote><p></p>
[QUOTE="John Out West, post: 7595283, member: 6893656"] I've done some of this before, or at least something like it. What I like to do is, occasionally, have the players Role-Play their enemies. They get to hunt down their own PCs and even fight them, and best of all they get to help develop the enemy's personalities and features. Generally, the players feel a lot more free while playing their enemies, since they know that they don't have to live with any of their consequences. I think that's going to be the main difference; Consequences. If a PC is your own, you make the best decisions possible for the long run, because you have to live with the consequences for your actions. If its a one-time PC, there will be no consequences so you're able to do anything, but this generallys seems to result in "Silly" behavior from the players in my experience, and they seem to have trouble role-playing. If its a one-time enemy PC, you are encouraged to make mistakes and incur negative consequences. They also tend to be good at role-playing, since they know that if they begin the "Silly" behavior they will lose control of their enemy, and the longer they are in control the more mistakes they can make. I've never made a shared rotating PC, but I imagine what would happen is that players would mess with one another, taking short-term gains and having the next player incur the consequences. This is good for certain characters, as it can represent characters being overcome with lust or pride, and it encourages players to act on those urges. I think if most PC's loved their wife, they would never cheat on them, but if its a rotating character they would be more willing to take the short-term gain over the long-term risk. So, it can be good, but it depends on what kind of behavior you're looking to get out of your players. [/QUOTE]
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