But isn't conversation in a LARP, or at
@Lanefan's RPG table, "boffered"?
I mean, in real life conversation - especially in high-stakes situations - people shout at one another, use cutting words, cry, storm out, say things they regret later, stumble, mutter under their breath, etc, etc. There are real emotions and those emotions are inseparable from what is said and heard.
But in a LARP or sitting at a table no one wants that. So if the character I'm playing is trying to bully the character you're playing, I don't actually try and ground your sense of self into the ground, which is what I would do in the real world if I was trying to bully you. I pretend, and you pretend. In some sense I suspect the boffered weapons are actually more verisimilitudinous.
To me, this goes back directly to
@Campbell's post about the three modes of "social only" resolution. Either we're negotiating stuff essentially as participants at the table, in which case any overlay of histrionics is nothing more than that - the real action is in working out what we all do just as if we were working out where to go out for dinner. Or the GM's histrionics are clues to NPC motivations/backstories which the players then figure out (the "social crawl"). Or we're cooperating in story telling in some fashion.
But what we're not doing is actually modelling social interaction. I'm not actually generating, in you, any of the internal mental and emotional processes that occur when you fall in love with someone or are scared of someone or feel embarrassed or shamed by someone.
Which is also why
@AbdulAlhazred's remark about resolving combat by talking is dead on! The cognitive process of deciding whether or not my character - as described - has yelled enough at your character to bully you into submission is no different from the cognitive process of deciding whether or not my character - as described - has wielded a sword sufficiently deftly to disarm and/or disable your character. It's a complete illusion to think that in the social case there is some genuine modelling or replication of the actual mental and emotional processes you character would be undergoing.
I'm not an actor. But from what I understand about how actors do their job, the comparison to acting is misplaced.
Suppose a script involves a scene in which one character hurls abuse at another, and the second character runs off in tears. The actors performing in that scene don't need to decide how their characters react. The actor playing the second character doesn't need to decide how much abuse their character can take, or whether or not their character would stand up to the other one. The script already answers that question for them! Or a different example: in a TV ad one character winks at another, charming them so much that the winked-at character gives them <a kiss, a rose, a chocolate, a car - whatever is salient for the ad). This doesn't mean that one human being
actually charmed another with a wink; and it doesn't mean that one human being reached the conclusion, by some process of reasoning or intuition, that another human being's wink was so charming that it made sense that it would charm another.
Again, they are just following the script.
So in RPGing, where does the script come from? Again, this take us back to
@Campbell and
@AbdulAlhazred's posts. The GM can write the script but then keep it secret from the players, so they have to puzzle it out: this is the "social crawl". The players and GM can write a script together: this is improv-style cooperative storytelling. We can roll dice to determine the script: this is AbdulAlhazred's uniform mechanics. Or we can converse among friends with no script and actually engage in a social process: this is Campbell's first mode, in which the social role play is really just a group of friends sitting around negotiating stuff among themselves.
I like to inhabit my character and emote for my character. But as I've just posted, this doesn't tell us anything about how social interaction is resolved. Because unless the social interaction is very low-key, and thus the stakes for the two interacting characters are not wildly different from the stakes for the two game participants (again, this is
@Campbell's first mode), it won't be the emoting and inhabitation that is resolving things. Because I won't actually be falling in love with your, or scared of you, or emotionally crushed by you, or actually having induced in me any of the actual causal processes that are ostensibly taking place in my character's head and heart.
So how is the script authored? Rolling the dice to generate it -
@AbdulAlhazred's suggestion - is one way, and involves no less inhabitation and emoting than any other. Compared to
@Campbell's first and second modes (respectively, actual real world low stakes negotiation, or social crawling) I think it involves much more inhabitation and emoting. And compare to the third mode (cooperative storytelling) I think it is a way for reducing contrivance, and opening the door to more visceral inhabitation by imposing hard limits on whose character feels what.