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Sociopathic PCs -- an epidemic?
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<blockquote data-quote="AngelTears" data-source="post: 1577228" data-attributes="member: 8181"><p><strong>Just a sociopath?</strong></p><p></p><p></p><p></p><p>First as a side note: I am using sociopath to refer to anyone who does things without consideration of their actions and in addition do not have the emotional ties associated with what they are doing. </p><p></p><p>Well, I think this was best summed by Mage that had a flaw called normality I believe (don't have the book, and I read it years ago, so all I have is my flawed memory). The flaw was you get upset if you see someone killed, call the police if something happens - that sort of thing. </p><p></p><p>It is something that White Wolf hit upon a bit early on - and that is that <span style="font-family: '-2'"> most </span> PCs are sociopaths. </p><p></p><p>Yes I openly admit that I do play sociopaths of a kind. Or emotionally highly damaged characters. But I am still firmly of the opinion that "no man (or woman, or creature for that matter) is an island". Because, I always think of when I write characters: is that first and foremost that character is part of a story no different from one told in a book or by the fire. That means that there has to be multiple reasons why this character will be interesting to play, not a character that is dislocated from space and time (which could be an interesting character to explore say in a super-power campaign). </p><p></p><p>Characters are part of a long term storyline that needs to be utilized during the campaign. And that gives a posibility for a role-player to experience something unique that is to explore a foreign psyche through a character.</p><p></p><p>The reasons against this are multitude. One of the primary reasons is that the lack of non-sociopathic rolemodels in movies. I mean between you, me, the forum, and chandeleer: we all want to play Predators, Terminators and Punishers, but better, faster, smarter, stronger, and without the emotional hang-ups.</p><p></p><p>In addition, most players are into superficial fun. They are into the mind candy of the situation - not into in-depth exploration of the how's and why's of a specific or multiple themes. One reasons why Day After Tomorrow will beat The Terminal in box office hits.</p></blockquote><p></p>
[QUOTE="AngelTears, post: 1577228, member: 8181"] [b]Just a sociopath?[/b] First as a side note: I am using sociopath to refer to anyone who does things without consideration of their actions and in addition do not have the emotional ties associated with what they are doing. Well, I think this was best summed by Mage that had a flaw called normality I believe (don't have the book, and I read it years ago, so all I have is my flawed memory). The flaw was you get upset if you see someone killed, call the police if something happens - that sort of thing. It is something that White Wolf hit upon a bit early on - and that is that [font=-2] most [/font] PCs are sociopaths. Yes I openly admit that I do play sociopaths of a kind. Or emotionally highly damaged characters. But I am still firmly of the opinion that "no man (or woman, or creature for that matter) is an island". Because, I always think of when I write characters: is that first and foremost that character is part of a story no different from one told in a book or by the fire. That means that there has to be multiple reasons why this character will be interesting to play, not a character that is dislocated from space and time (which could be an interesting character to explore say in a super-power campaign). Characters are part of a long term storyline that needs to be utilized during the campaign. And that gives a posibility for a role-player to experience something unique that is to explore a foreign psyche through a character. The reasons against this are multitude. One of the primary reasons is that the lack of non-sociopathic rolemodels in movies. I mean between you, me, the forum, and chandeleer: we all want to play Predators, Terminators and Punishers, but better, faster, smarter, stronger, and without the emotional hang-ups. In addition, most players are into superficial fun. They are into the mind candy of the situation - not into in-depth exploration of the how's and why's of a specific or multiple themes. One reasons why Day After Tomorrow will beat The Terminal in box office hits. [/QUOTE]
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