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The Strong Silent Type
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<blockquote data-quote="Hussar" data-source="post: 2934367" data-attributes="member: 22779"><p>Drawn from observations in <a href="http://www.enworld.org/showthread.php?t=167751&page=2" target="_blank">another thread</a></p><p></p><p>I have problems with the strong silent archetype in games. I do. I see it as a dodge by players who can't be bothered to actually make any effort towards role play. While my games are certainly not Shakespeare by any stretch, I do try to make some effort towards interparty interaction and staying in character.</p><p></p><p>Yet, if a player insists on the silent type, how much interaction can you really have?</p><p></p><p>In novels and movies, the strong silent type usually features an internal monologue. I'm not so sure if this would work very well in a game. Since it's meant to be internal, the other players shouldn't react to it and, really, being privy to it is metagaming as well. I would find it extremely jarring as a player or as a DM to have someone start stating their thoughts in game while not being able to react to those thoughts.</p><p></p><p>It is possible to play the strong, silent type in game. With the emphasis on the strong end. Wolverine is a good example of this from comic books. While Wolverine isn't exactly verbose, he does get in lots of dialogue. Another might be some of Clint Eastwood's characters. Ok, perhaps not the stranger in A Fistful of Dollars <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />, but Harry Calahan does do a fair bit of talking.</p><p></p><p>Getting across the toughguy character is certainly a great archetype. However, in a role playing game where the source of interaction is generally verbal, I have a problem with people taking a mute archetype.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2934367, member: 22779"] Drawn from observations in [url=http://www.enworld.org/showthread.php?t=167751&page=2]another thread[/url] I have problems with the strong silent archetype in games. I do. I see it as a dodge by players who can't be bothered to actually make any effort towards role play. While my games are certainly not Shakespeare by any stretch, I do try to make some effort towards interparty interaction and staying in character. Yet, if a player insists on the silent type, how much interaction can you really have? In novels and movies, the strong silent type usually features an internal monologue. I'm not so sure if this would work very well in a game. Since it's meant to be internal, the other players shouldn't react to it and, really, being privy to it is metagaming as well. I would find it extremely jarring as a player or as a DM to have someone start stating their thoughts in game while not being able to react to those thoughts. It is possible to play the strong, silent type in game. With the emphasis on the strong end. Wolverine is a good example of this from comic books. While Wolverine isn't exactly verbose, he does get in lots of dialogue. Another might be some of Clint Eastwood's characters. Ok, perhaps not the stranger in A Fistful of Dollars :), but Harry Calahan does do a fair bit of talking. Getting across the toughguy character is certainly a great archetype. However, in a role playing game where the source of interaction is generally verbal, I have a problem with people taking a mute archetype. [/QUOTE]
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