I think we’re still talking past each other. Imagine I’m playing the Battlebabe Midnight (or whoever really). Can you see the differences between the following.
One: Thefutilist wants Midnight to talk with Grass because the Thefutilist wants Midnight to get in on the drama. There is no current in game reason for Midnight to be talking to Grass right now. So Thefutilist concocts one ‘Midnight needs her weapons maintained and so she’s at Grass’ workshop when he arrives there.’
Two: Grass asks Midnight for help protecting his brother. So Thefutilist thinks about what Midnight would do in this situation. Important bit: Thefutilist might want Midnight to help grass but the integrity of the character, what Thefutilist thinks Midnight would do, prevents him from saying Midnight would help because thefutilist doesn’t think she would.
Three: Thefutilist wants Midnight to help Grass and so he invents a reason why Midnight would help grass.
Some people just can’t see two as being a thing. Or how even if two is a thing, that three undercuts the ‘play’ of two. Or how one is different from three. I think those people just have a different orientation towards roleplay than I do.
I agree with
@pemerton here, I think you are trying to weasel out of "
authorship" in a process that is not, and never will be,
you and
you there then.
I don't think we are talking past each other, I think you are making a
false delineation. As others have said, there can be no expectation of "true character" versus "player imposition"... that dichotomy can't occur since the character does not exist unto their own. And your attempts to give weight as to why a
character would choose any given choice are not supporting any concept of difference from the
player choosing.
1, 2, 3 = and any given way you can phrase what a ttrpg character does;
will always come from "outside the cave".
Sometimes you might have a
lot of fiction and content that 99% of 'players of that character' - would choose to do the same action. (i.e. the character is bleeding out, most people may seek to stop the bleeding).
- That is no different at all than ....
Sometimes you
don't have anything to go from in the fiction, and 99% of 'players of that character' would pick a different thing to do. (i.e. your gunslinger is in town and has $10 to spend and a whole day to do whatever. What people have the gunslinger do is all over the place).
- That is no different at all than...
A player sees that they want to interact with another character,
if only to have something to do or jump into the drama or just make introduction. Just like a
real person who is looking for 'action', that activity drive is where a player and that
character are both "real". And they are both doing the same considerations "what can I go get into that interests me".
Trying to peel away the reasoning behind the player does not change the validity of story and action that took place from it. We could have gotten to a very in-character reason for things before acting, and yet it led to the same identical scene.
That's because this is allllll authorship.
And sometimes its just more obvious that others.
- The fact that the 'player' has a birds-eye-view of the setting only serves to speed up the results, not make some that could never have been possible. Three hours searching town for drama to get into, or going straight to the guy with the gun, factually could have been the same end result with all in between of no consequence.
Would make a good story is not the only possible aesthetic value according to which a choice can be made as to what happens next.
Just as one example, there could be an aesthetic intuition about the coherence of the situation.
Another possibility might be a type of sympathy towards a character.
Etc.
This is dodging and no longer engaging. Don't move the goalpost just to have a contrary statement. Of course we can define that different ways, that's not contested, nor does it invalidate what i said in any way whatsoever.
Overall, the examples of play and the general weights you gave are ones that fit the example I gave. We could both come up with a hundred different weights and measures for what makes the choices feels good, pleasing, etc. You are saying all the same things I am, just using different words, that's fine.
Maybe I need to ask a few questions here:
- Which game system prevents GM or player from choosing any given aesthetic choice ?
- What was a time, and what was the scenario when, a person implored you not choose your ideal ruling/response?
- Name a situation when a ruling or resolving of a roll is both coherent and spontaneous.
- and lastly and most importantly, what GM (MC, ST whatever) "Principles" can you quote from a rpg that are doing active, maybe even proactive, work for you and your running of games?