Let's talk about another style of play
Posted: Mon Mar 12, 2012 4:39 am
It's like food. You might like food X and the rest of your group assures you they love it. So, does that mean you just eat food X for the rest of your life? Or if you try another type, does that mean you can't go back to X? No.
Remember the joker in the dark knight? How he was pushing for batman to break his one rule and kill him. And not like a year from now. Not like a month from now. Not like, hey, if you want but if you actually want to head west and leave this for when you want, dats okay.
No, it was now.
Of course in terms of roleplay, this takes a character who, well, actually has principles of some kind. Or atleast you think they would. Not that a player who hasn't thought about their character at all can't suddenly find their character has some sort of principle. But it gets a bit unlikely - oh, they just wanna 'adventure'? What the hell does that mean, anyway? Well look, that's fine for a certain type of play, but were talking about another one here. We'll call it play type Y. For this one, this is a rubbish character - look, honestly you could probe around as GM, eventually find something maybe the character gives a crap about. But for play type Y, this is just wasting your time. This player does not get to play unless he can actually articulate (grunting doesn't work) what his character cares about in a narrow sense. No, in a broad sense doesn't count. Batmans one rule says something batman cares about. Saying 'I just wanna advance myself' or 'I just wanna adventure' - well, if you let that in, you'll find it's a long, long time before you do play type Y. If ever.
Nor does 15 pages of background story mean your character has principles, or worse, he has but the player will actually be offended if ala joker vs batmans one rule, those principles are put under stress.
An old example I found (someone else made this lil' treat) was that there is a boat on fire. And your on a boat near it. Which is perfectly fine and not at all on fire.
This is a sweet little example, because it's perfectly fine for the PC's to do absolutely nothing, and yet that is thematically amazing! Let go of your gaming history where the players are supposed to chase the GM's big ol' plot hook and go save that boat. That is not play style Y.
Can you appreciate what it says about the characters if they do nothing? And it's not 'these are fail characters', NO! It says THESE ARE CHARACTERS! They have their own moral compases, they have their own concerns and not everything is a rigged scenario to make their asses look golden.
It depends - if you can't stand the idea of a PC not saving every little person in distress that flops in front of them, then style Y isn't for you. Or if you feel nothing and ambivalent about them staying on the boat, then style Y isn't for you. It's only if you can appreciate the definition of character involved in such an action (lack of action).
Or maybe they try to save them (and maybe drown or burn doing so) or maybe something else. I only go on about the stay on the boat option because it really highlights what you appreciate about style Y, or if not, don't do it. It's also important mechanically, because things happen NOW. So inactivity leads to a result, not just a stalling of a result.
No need to defend your own prefered food type.
And I'm not sure I've fully described how to set up scenarios for type Y, so questions are welcome.
Remember the joker in the dark knight? How he was pushing for batman to break his one rule and kill him. And not like a year from now. Not like a month from now. Not like, hey, if you want but if you actually want to head west and leave this for when you want, dats okay.
No, it was now.
Of course in terms of roleplay, this takes a character who, well, actually has principles of some kind. Or atleast you think they would. Not that a player who hasn't thought about their character at all can't suddenly find their character has some sort of principle. But it gets a bit unlikely - oh, they just wanna 'adventure'? What the hell does that mean, anyway? Well look, that's fine for a certain type of play, but were talking about another one here. We'll call it play type Y. For this one, this is a rubbish character - look, honestly you could probe around as GM, eventually find something maybe the character gives a crap about. But for play type Y, this is just wasting your time. This player does not get to play unless he can actually articulate (grunting doesn't work) what his character cares about in a narrow sense. No, in a broad sense doesn't count. Batmans one rule says something batman cares about. Saying 'I just wanna advance myself' or 'I just wanna adventure' - well, if you let that in, you'll find it's a long, long time before you do play type Y. If ever.
Nor does 15 pages of background story mean your character has principles, or worse, he has but the player will actually be offended if ala joker vs batmans one rule, those principles are put under stress.
An old example I found (someone else made this lil' treat) was that there is a boat on fire. And your on a boat near it. Which is perfectly fine and not at all on fire.
This is a sweet little example, because it's perfectly fine for the PC's to do absolutely nothing, and yet that is thematically amazing! Let go of your gaming history where the players are supposed to chase the GM's big ol' plot hook and go save that boat. That is not play style Y.
Can you appreciate what it says about the characters if they do nothing? And it's not 'these are fail characters', NO! It says THESE ARE CHARACTERS! They have their own moral compases, they have their own concerns and not everything is a rigged scenario to make their asses look golden.
It depends - if you can't stand the idea of a PC not saving every little person in distress that flops in front of them, then style Y isn't for you. Or if you feel nothing and ambivalent about them staying on the boat, then style Y isn't for you. It's only if you can appreciate the definition of character involved in such an action (lack of action).
Or maybe they try to save them (and maybe drown or burn doing so) or maybe something else. I only go on about the stay on the boat option because it really highlights what you appreciate about style Y, or if not, don't do it. It's also important mechanically, because things happen NOW. So inactivity leads to a result, not just a stalling of a result.
No need to defend your own prefered food type.
And I'm not sure I've fully described how to set up scenarios for type Y, so questions are welcome.