mhacdebhandia
Explorer
I've noticed that many players who do "get into character" in the sense of pretending to be the person seem to assume that those who don't are necessarily making decisions based on anything other than the nature and personality of their PCs.Blue_Kryptonite said:I don't "move my guy" or "script my scenes" even if we are a virtual show. Neither do my players. Rouge Emerelda the Elven Rogue does not do "what his player, thinks he should". At that moment, he is thinking as and for and within the confines of Rouge.
I don't think this is true.
It's true that sometimes I do think about the game in terms of what would be the more interesting choice for the story, in the immediate situation of the actual game side of things, or whatever.
But most of the time, the decisions I make are based on who my character is: what they believe, what they think of the other PCs and NPCs involved in the situation at hand, what their hopes and goals and fears are.
I just don't agree with those who believe you can only roleplay your character "properly" or "accurately" by pretending to be them - to think like them or whatever. For me, it's more like I'm thinking about an absent friend of mine, a friend I know better than anyone else at the table, and what they would do in that situation. This doesn't mean I pretend to be them - it means I utilise my extensive (indeed, absolute, given I am their creator) knowledge of the character's motivations and personality to make decisions as to what they do in the game.
This happens to me, too. Usually this is because the character is thrust into a situation either I or they have never considered. This is pretty much exactly the same as with those who do pretend to be their characters - ultimately, decisions about novel situations are driven by existing motivations. While I think about it intellectually - "What would Franklin do if a member of the family he left behind ten years ago came looking for him?" - I would suppose that players who identify with their character would simply feel the situation as they do - "My God, I haven't seen her for ten years! What do I do?"And sometimes, we surprise ourselves as our characters, like those of many authors, assume a life of their own beyond their plans.
This is pretty far from "moving my guy" around the battlemap, and it's made with reference not to the creation of a dramatic scene in the story but to the truth of the character's personality.
Part of that, of course, is always playing Heroes with a capital H - and that's far from given for most players in my experience. Even when you're not playing villains per se I've known PCs to act selfishly in various petty or grand ways.Does this lead to PvP? Yes. Does it fit the guidelines above? Yes. Because these people we briefly become were formed by us to be the kind of people who, like many friends and family, sometimes disagree, sometimes violently. But never lethally.
That's not what Heroes with a capital H do, after all.
The other part, of course, is in making the choice to create characters who will always, ultimately, work together for the greater good, if not in perfect harmony. Again, that's not always the goal of a given gaming group.
I'd like to be clear about my opinions on intraparty conflict:
It's not something any gamer should assume is permitted or banned at any given gaming table. When Hong invited me to join his Britannia campaign, he laid out his group's philosophy as regards teamwork and morality. As it turned out, I think I managed to surprise them while remaining within the boundaries of their "style" - my character's moral failings were not of the terribly destructive or even nonheroic kind.
All gamers should always ask a new group how things usually play out. It's no sense joining a group who will resent your bringing in a disruptive character - of any stripe, not just as regards intraparty conflict - nor in joining a group that allows things in their games that you find disruptive.