Worlds of Design: The Hierarchy of Authenticity

Characters in stories can be unbelievable. This really bothers some people, others, not so much.
authenticity.jpg
"The limit of the willing suspension of disbelief for a given element is directly proportional to its degree of coolness. Stated another way, all but the most pedantic of viewers will forgive liberties with reality as long as the result is wicked sweet or awesome. This applies to the audience in general; there will naturally be a different threshold for each individual." TV Tropes.com (2010)

Defining Believability​

Believability in a character can stem from individual characteristics, background, and dialogue, but it is especially derived from actions. Let’s take an example that immediately drains believability: when the antagonist gives a long speech instead of acting immediately. Tuco, in The Good, the Bad, and the Ugly, after shooting the man who talked too much, says simply: "don't talk, shoot." While these monologues are often done for dramatic effect, the moment they supersede practical action, they break the immersion.

The degree of character authenticity generally falls along a spectrum of the medium, depending on what the author is trying to achieve.

The Literary Spectrum​

When examining media based on their potential for character depth, those that allow the most time for immersion tend to rate higher. Novels, as author Robert McKee noted, offer the ultimate setup: "We give the fantasy author one giant leap away from reality, then demand tight-nit probabilities and no coincidences thereafter." The complex, unbelievable events often seen in film are less common in the written word.

Plays have physical limitations that TV and film do not, forcing them to be more "down to earth" and thrive on realism. While they may only last a couple of hours, their constraints often necessitate strong character writing. TV series, especially the long-running ones like Game of Thrones, provide vast amounts of time to reveal character. Unfortunately, modern television is often littered with "big reveals" and effects that demand plot holes and ultimately reduce the characters' believability.

The Spectacle Spectrum​

In other media, the rules change entirely. Adventure Films generally offer only two or three hours for development and prioritize spectacle over character realism. Comic Books often strain believability as major characters rarely die permanently, and vast powers are wielded repeatedly without any significant lasting injury.

The fantasy spectrum is most pronounced in Video Games (excluding RPGs). These AAA titles often pursue photo-realism of the look while completely ignoring the realism of activity. Features like respawning cut the foundation from under any attempt at character normalcy. Likewise, Computer RPGs can suffer from complexity for complexity’s sake, often functioning more as puzzles than true collaborative games. Single-player CRPGs rarely offer organic opportunity for characterization via spontaneous interaction.

Finally, Tabletop RPGs are highly variable. Some players write complex, deep backgrounds, while others simply roll up a PC and let the game shape them. The fundamental challenge to realism here is that player characters in traditional fantasy games like Dungeons & Dragons consistently engage in high-stakes, dangerous behavior but rarely suffer the realistic, long-term injury one would expect.

Choose Your Cool​

The required level of character authenticity and the realistic consequences of their actions are features defined by the campaign's genre and the players' expectations. For genres like horror, decay and realistic consequences are essential for the narrative tension, but for superhero or high-fantasy settings, the quick recovery and ability to defy lasting consequence is often the primary appeal. GMs should determine this genre contract with their players first to ensure the game is rewarding and consistent for everyone at the table.

Your Turn: How much (if any) do you care for RPG characters to be believable people?
 

log in or register to remove this ad

Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
By necessity, PCs in games like D&D are going to be fairly unrealistic. I mean, you could spend more time on developing character background and personality, but the truth is that anyone subjected to the constant peril and violence that a PC endures would realistically suffer PTSD that would deepen into massive psychosis. Think about what it would be like to live a life where literally every day you are being hacked with swords and axes, bitten by horrific monsters, and blasted by evil spellcasters, only being saved by last minute bursts of healing magic that knit your smashed, torn, and burnt body back together so that you can go out and experience it all over again. A realistic character in that environment would be a gibbering lunatic.
It is very likely that PCs might well accept the pain as the price of fame and fortune. In recent versions of D&D/PF, character death is normally a rare thing. Most combats are designed to attrition resources, not kill characters. Most NFL football players accept the risk of severe injury and even the remote but real risk of death as the trade for fame and fortune. And most football players are eager to get back out on the field after an injury. A RPG combat designed to attrition 25% resources probably results in less severe injuries then many NFL games. And the PCs know that they will be healed within a few minutes of the end of fighting. NFL players are stuck with real life recovery times of days, weeks or even until the next season. Plus PCs of level enough to have access to raise dead type spells know the even death can be fixed.

For a more combat type activity, note that MMA fighters keep getting back in the ring even after being beaten unconscious the previous fight. And like NFL players, the MMA fighter does not have access to the instant recovery that most PCs experience.

Part of the issue with character authenticity is how the PC's world works. Many RPGs abstract combat with HP. The character stays fully functional until reduced to 0 HP. No real injuries are noted or tracked. So no broken arms, smashed noses, missing teeth, or whacked off hands. Why would a character in such a world worry too much about fights? Its not even a flesh wound, just a loss of a few HP. No worries. The average PC has little reason to react like real world players would in a real world bar fight.
 

log in or register to remove this ad

Related Articles

Remove ads

Remove ads

Top