Point for discussion....
Jul. 27th, 2005 04:04 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I have a problem with roleplaying, and it is this: I roleplay.
The object of roleplaying is to create a character different from oneself, and I have had some success at doing this. At the same time, I’m somewhat limited by my own nature, and there are some kinds of character I cannot, or will not, play. For instance, I’ll never play an evil character. I rolled one up once, but he was too messed up to be fun to play either for others or myself. Also, I’m a devil for consistency, in my own limited way.
Example. I started a bard character back in the days of Advanced D&D first edition. For those who aren’t familiar with that system, a bard had to start out as a fighter, get to sixth level or thereabouts and then start again as a first level thief. Once he got to the same level as a thief, he was at last allowed to start yet again as a first level bard. (One DM interpreted this to mean that till he got to actual bard level he wasn’t even allowed to have a reasonable singing voice…) If you wanted to be a bard in those days, you had to be determined and careful. So my bard character rapidly became an obsessive paranoid. He always ended up de facto leader of any party, not because he wanted to be, but because he couldn’t trust anyone else not to land the party in trouble. He hated magic, he hated undead, he wasn’t really keen on adventuring but he did it because he had to. He got as far as first level thief before we moved and I stopped dungeoning regularly, but he stopped being fun to play long before that…but that was how he had to be. I couldn’t see any other way he could logically have developed.
Anyway, now I am trying out this new roleplaying environment (EVE Online), in which character death is apparently quite frequent, but not a problem because you have a clone in storage somewhere, which gets activated upon your demise. True, it doesn’t necessarily have all your abilities, and your ship (which is almost certainly the most important and expensive possession you have) is gone, but at least you’re alive to start all over again from the bottom. Other players I know have died many many times, and are quite laid-back about this, and they feel the character would be the same.
I totally and flatly disagree. This may be my limited outlook showing through again, but I do not believe that a sane human being would ever become laid-back about dying. It’s a traumatic and painful experience, whose roots go right down to the animal core of our being, and no amount of intellectual knowledge about clones and such will make it any less terrifying a prospect. After all, while the new clone may believe itself to be the same person, there is no transfer of consciousness (as far as I know) so for the one dying death is just as final as it will be for any of us out here.
To me, you see, the character should not know s/he’s a character. Their lives are real to them, and that is how they have to be played. When they’re trapped in their lifepod, seeing the missile coming that will blow them into frozen globs of organic gunk floating in space, they won’t be thinking “that’s all right, I’ll be back in a minute or two, swear for a couple of minutes and carry on.” They will be thinking “I AM GOING TO DIE!” And this rational fear of death will have an effect on how the character develops. Anything else is either a mark of insanity, or of inconsistent roleplaying.
This attitude of mine, of course, means I don’t enjoy roleplaying nearly as much as others with whom I’ve played. The character I’m playing now has run halfway across the galaxy because he made a stupid mistake and endangered his own life and that of another character. The other character’s player cannot understand why I’m playing it this way, why my bloke can’t just laugh it off and carry on as normal. I can’t see how a sane human being, which is what I’m playing, could react any other way.
So: what do you think? How do you play your characters? How do you feel when they die? How do they feel when they think they’re going to die? Does it matter?
The object of roleplaying is to create a character different from oneself, and I have had some success at doing this. At the same time, I’m somewhat limited by my own nature, and there are some kinds of character I cannot, or will not, play. For instance, I’ll never play an evil character. I rolled one up once, but he was too messed up to be fun to play either for others or myself. Also, I’m a devil for consistency, in my own limited way.
Example. I started a bard character back in the days of Advanced D&D first edition. For those who aren’t familiar with that system, a bard had to start out as a fighter, get to sixth level or thereabouts and then start again as a first level thief. Once he got to the same level as a thief, he was at last allowed to start yet again as a first level bard. (One DM interpreted this to mean that till he got to actual bard level he wasn’t even allowed to have a reasonable singing voice…) If you wanted to be a bard in those days, you had to be determined and careful. So my bard character rapidly became an obsessive paranoid. He always ended up de facto leader of any party, not because he wanted to be, but because he couldn’t trust anyone else not to land the party in trouble. He hated magic, he hated undead, he wasn’t really keen on adventuring but he did it because he had to. He got as far as first level thief before we moved and I stopped dungeoning regularly, but he stopped being fun to play long before that…but that was how he had to be. I couldn’t see any other way he could logically have developed.
Anyway, now I am trying out this new roleplaying environment (EVE Online), in which character death is apparently quite frequent, but not a problem because you have a clone in storage somewhere, which gets activated upon your demise. True, it doesn’t necessarily have all your abilities, and your ship (which is almost certainly the most important and expensive possession you have) is gone, but at least you’re alive to start all over again from the bottom. Other players I know have died many many times, and are quite laid-back about this, and they feel the character would be the same.
I totally and flatly disagree. This may be my limited outlook showing through again, but I do not believe that a sane human being would ever become laid-back about dying. It’s a traumatic and painful experience, whose roots go right down to the animal core of our being, and no amount of intellectual knowledge about clones and such will make it any less terrifying a prospect. After all, while the new clone may believe itself to be the same person, there is no transfer of consciousness (as far as I know) so for the one dying death is just as final as it will be for any of us out here.
To me, you see, the character should not know s/he’s a character. Their lives are real to them, and that is how they have to be played. When they’re trapped in their lifepod, seeing the missile coming that will blow them into frozen globs of organic gunk floating in space, they won’t be thinking “that’s all right, I’ll be back in a minute or two, swear for a couple of minutes and carry on.” They will be thinking “I AM GOING TO DIE!” And this rational fear of death will have an effect on how the character develops. Anything else is either a mark of insanity, or of inconsistent roleplaying.
This attitude of mine, of course, means I don’t enjoy roleplaying nearly as much as others with whom I’ve played. The character I’m playing now has run halfway across the galaxy because he made a stupid mistake and endangered his own life and that of another character. The other character’s player cannot understand why I’m playing it this way, why my bloke can’t just laugh it off and carry on as normal. I can’t see how a sane human being, which is what I’m playing, could react any other way.
So: what do you think? How do you play your characters? How do you feel when they die? How do they feel when they think they’re going to die? Does it matter?
no subject
Date: 2005-07-27 03:34 pm (UTC)That doesn't mean I expect the GM to give me leeway to do any damnfool thing I want and still have my character live through it. As a GM myself, I usually serve notice at the beginning of a campaign that I will kill off PCs under two conditions: the player's desire, or persistent gross stupidity in the face of warning. I try hard to craft my statements about the situation so that players (and preferably also characters) will grasp when a course of action is suicidal and stay away from it; when all else fails I have been known to say flatly, "You can try that if you want but I honestly do not see a realistic way to have your character survive the experience."
From the player's end, sometimes those warnings give me a dilemma. There are characters I've played who, even if *I* don't especially want them killed, would not be smart enough or cautious enough to stay out of the clearly suicidal situations. Usually if I'm desperate to keep the character I'll ask the GM's help in figuring out an excuse, but otherwise I'll just say, "He's going in anyway. Yeah, I know, I know. If you kill him on this one I won't kick about it." Then it's up to the GM.
The flip side is also often true -- a character of mine is more cautious, being sensibly careful of their skin and not being aware that there is a GM who is looking out for their survival if they're even plausibly rational, than is convenient for me in the quest to get them involved in a juicy and entertaining adventure. Again, I usually ask the GM for help "baiting the trap," finding some reason why my character would want or need to go in despite caution, or would not see it as quite as dangerous as it is.
no subject
Date: 2005-07-27 04:20 pm (UTC)no subject
Date: 2005-07-27 06:04 pm (UTC)no subject
Date: 2005-07-27 07:32 pm (UTC)no subject
Date: 2005-07-27 03:44 pm (UTC)Those old AD&D rules for Bards left me wondering how anyone ever got to be a Bard. I don't think I ever managed to get a character above fifth level.
no subject
Date: 2005-07-27 04:25 pm (UTC)Most of mine were stuck at or under fifth when we moved. None of them have got any further since...
no subject
Date: 2005-07-27 09:57 pm (UTC)Mind you, I do take more risks with a character than I would if it were, say, me, because we're telling a story and it can be hard to do that if every time danger reared its ugly head, I went home and shut the curtains. But I still try to be true and consistent with the character.
As an aside, I have occasionally played a character for whom death is a particular issue - for example, some years back I played a fixer (in Cyberpunk) who was dying, and took pills for the pain. This affected her nature, priorities, how she interacted with other people, etc - and without her ever telling the other characters. It was none of their business. I still value her very highly.
no subject
Date: 2005-07-27 10:31 pm (UTC)As far as Eve goes, the simple truth is that at least 90% of players aren't roleplaying, they're just playing a space game. (This subject came up today in a discussion on the games group at work about playing female characters in MMORPGs and I noted that many people habitually refer to characters by the sex of the player, not that of the character - which just seems so wrong to me!). And maybe 90% of those who do roleplay do so on a highly simplistic basis i.e. they don't get much beyond "I'm a pirate - bha-ha-ha" or "I'm a Minmatar - die Amarr slaver scum!".
All of which said, I'm not convinced you'd find a significantly better ratio of geniune roleplayers in most other MMORPGs.
no subject
Date: 2005-07-28 07:39 am (UTC)As Zander knows, most of my rp characters ended up mentally b*ggered (and, frankly, given what tends to be down dem dungeons, I wouldn't reallt expect much else. I (or they) came across a Fremen paladin once -- glow-in-the-dark Lawful Good, who kept checking the *party* for thieves -- and I'd rather have had Zander playing the Lich-Lord of Ultimate Evil.
One of my "longer-standing" PCs once decided, as the party were facing a demon, which her magic sword didn't seem to be hitting, she would suicide to distract it, to give the rest time to get out of the way and/or work some way out to dispose of it (killer DM -- never happy till he'd killed someone, but this time we forgot to pack the sacrificial 1st level halfling).
So, having watched her get chewed up, I went for a walk, so that I didn't interfere with the rest of the session. Came back and found they'd forcibly had her resurrected. After that, she became very strange -- half the time she needed physical encouragement to go into battle (mostly supplied by her sister), the other half she blithely did Extreme Things (like riding 2 hours there and 2 back across unknown terrain simply so that the party had someone at an obelisk at midnight (or whatever)) on the basis that having died once her loss was no real loss thereafter -- she was on Borrowed Time.
I'm not saying it's wrong to kill characters, or right to protect them, but it's a Dangerous World in the dungeons so (in the words of someone who was as close as you're getting (in my humble) to the scarred old warrior who watches as the party leave the tavern: "Let's be careful out there."
no subject
Date: 2005-07-28 12:10 pm (UTC)As to how death should happen in RPGs: I was appalled when I read in the rules for HEROQUEST a statement that's been repeated here: 'Death should never be the result of a die roll'.
In my opinion having a model of how the universe works and a set of game mechanics that allow you to determine randomly how death comes and to whom is the only thing that makes RPGs capable of handling death at all. Because if I have to say to my players 'Artistically speaking, I think your characters should die now' then it will shortly kill any sign of friendship I have with my players. Let us agree the rules and then let us play. And let the dice decide....
Michael Cule
GM for Hire
Gaming Dinosaur Second Class
no subject
Date: 2005-07-28 12:40 pm (UTC)In a properly run game, death, if it happens, is not the result of a die roll, but of a series of choices made by the character. The die roll just furnishes confirmation. It's not random. If it were, there would be no point in the characters making choices at all.
So yes, you do say to your players, in effect, "Artistically speaking, I think your characters should die now," and if you've run the game properly, they may be upset about it, but they agree with you, *as players*, that that is the logically necessary result of their actions. They would have far more reason to complain if "oops, sorry, just as you're wiping your sword having polished off the last Archdemon a grand piano falls on your head." (Unless that was a feature of the game that they had a chance to find out about beforehand, I hasten to add...)
Having said that, it is my proud boast that I've never permanently killed a character, nor (if I ever game again) do I intend to. They're much more fun alive...
As for EVE, I go with
Not how I play.
no subject
Date: 2005-07-28 08:46 pm (UTC)What I suppose I'm saying is that I like my worlds to have the quality that shit sometimes happens. Sometimes you fumble and the sword goes through your own thigh. Sometimes you die as meaninglessly as Tasha Yar. And that's just the way it is.
Michael Cule
Aging Gamer Geek.
no subject
Date: 2005-07-28 02:12 pm (UTC)no subject
Date: 2005-07-28 02:16 pm (UTC)no subject
Date: 2005-07-28 02:41 pm (UTC)Out Of Gas is superb.
"But Mal, what do you need two mechanics for?"
"Really don't."
no subject
Date: 2005-07-28 02:35 pm (UTC)Gee, maybe I should checked first...
But I find the timing of the subject notable, considering the circumstances, lol...