Re: The conflict of two styles of RP - the Story and the Exp
Posted: Mon Jan 29, 2018 3:29 pm
more like Masters thesisSteve wrote:I think Hoihe is writing his end exams essay for Bachelor of Gaming Studies!
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more like Masters thesisSteve wrote:I think Hoihe is writing his end exams essay for Bachelor of Gaming Studies!
Hoihe, there are a lot of assumptions here.Hoihe wrote:Hello!
False. You become attached. However, the ultimate idea is to have interesting story - for you. The story doesn't have "grand", it can be comedy, tragedy, anything, as long as it is interesting. Likewise it is important to maintain character's integrity through the events, otherwise it'll all be a worthless waste of time. Filler content can be very interesting too.Hoihe wrote: An individual falling purely on this side with no interest in the "life" aspect will hold no more attachment to a character than George R.R. Martin
Plot relevance is not a factor. There are a lot of plots going on and most of the time you don't know they even exist. Coming up with an interesting character idea takes a lot of time and is not a simple process. Aslo, you do not "tell" the story, you witness it. The idea is to throw character into the world with personality you created and see what happens.Hoihe wrote: Those who seek to tell a story have a pretty simple process for designing a character, centered especially around the idea of reducing net loss and investment to ensure they can freely sacrifice anything for the purpose of the story.
I've witnessed the opposite. When people actually wear their character's skin, some portion of them want to experience things they don't get enough of in real life, which results in a mary sue character. Prettier than they really are, more awesome than they really are, etc. Those are often called snowflakes. Meanwhile, a "3rd person" player would have no qualms with playing a sentient cockroach.Hoihe wrote: Those who seek to experience a setting have to deal with a more involved character design process to avoid being accused of Mary Sueism and self-insertion.
I'm not sure what you were trying to get at to be honest.Hoihe wrote: Thank you for reading.
NegInfinity wrote:Hoihe, there are a lot of assumptions here.Hoihe wrote:Hello!
False. You become attached. However, the ultimate idea is to have interesting story - for you. The story doesn't have "grand", it can be comedy, tragedy, anything, as long as it is interesting. Likewise it is important to maintain character's integrity through the events, otherwise it'll all be a worthless waste of time. Filler content can be very interesting too.Hoihe wrote: An individual falling purely on this side with no interest in the "life" aspect will hold no more attachment to a character than George R.R. Martin
The only difference is that you are not your characters. However it does not mean that you make characters just splatter their brains all over the sword coast. Senseless deaths are not fun.
Plot relevance is not a factor. There are a lot of plots going on and most of the time you don't know they even exist. Coming up with an interesting character idea takes a lot of time and is not a simple process. Aslo, you do not "tell" the story, you witness it. The idea is to throw character into the world with personality you created and see what happens.Hoihe wrote: Those who seek to tell a story have a pretty simple process for designing a character, centered especially around the idea of reducing net loss and investment to ensure they can freely sacrifice anything for the purpose of the story.
I've witnessed the opposite. When people actually wear their character's skin, some portion of them want to experience things they don't get enough of in real life, which results in a mary sue character. Prettier than they really are, more awesome than they really are, etc. Those are often called snowflakes. Meanwhile, a "3rd person" player would have no qualms with playing a sentient cockroach.Hoihe wrote: Those who seek to experience a setting have to deal with a more involved character design process to avoid being accused of Mary Sueism and self-insertion.
I'm not sure what you were trying to get at to be honest.Hoihe wrote: Thank you for reading.
I'm not seeing any conflict, and the only difference is that that some people prefer to think that they're their character, while some other people prefer to watch what their character does from distance. I've found that being in character's shoes results in more OOC drama, while observing from distance grants access to larger array of character archetypes and possibilities.
At the end of hte post you for some reason started critizing permadeath. No, it wouldn't hurt the setting. Just provide more challenge for thsoe who seek it.
I agree completely. There are some things that are not reflected through character sheet, though in this particular instance I would argue it would be a matter of a knowledge check or something similar. It almost needs to be handled on a case by base basis, and it will rarely always be perfect. I think 'honest effort' to role play is needed. I've definitely role played where I've stumbled across shifted druids who communicated without words, asking if ooc my character knew animal, even then the communication was kept very simple and non-verbal until the druid character returned to normal human shape. If my character doesn't know animal, or has no lore: nature, lore: arcana, etc, they're reaction would be played much differently.Incarnate wrote:I've read the entire article, including everyone's response so far, and there are various points in those that hold true as well.
Seperating what your character knows and what you know as person is a delicate matter and not so easy as one should think - Consider we're supposed to play our sheets, guess how many who don't have the appropriate knowledge skills but rp as if they do or the very least they're rp'ing as if its common knowledge. Like for instance, "Oh it just another druid", whether they're rp'ing having more knowledge than their character actually possess or its just common knowledge really depends on what it actually is. Because if its not, then knowing such requires having ranks in a skill such as Knowledge: Arcana
Thank you for this. +1.aaron22 wrote:this is math based upon total fiction. and while it may be applicable in some case. I for one know that this video game is not the application where this is based upon fact.
x=apples
y=oranges
z=taste where >0z is better and <0z is worse
x(1) = 1z
x(2) = .8z
x(3) = .25z
x(4) = -1z
y(1) = 2z
y(2) = 2.25z
y(3) = 1z
y(4) = -.10z
so through this calculation 1 apple is the same as 3 oranges.
so everybody should either eat 2 oranges and/or a single apple. and if you want the same pleasure of 3 oranges a single apple should suffice.
I fully disagree.Hoihe wrote: ....
Permanent Death, over a period of time with no set end-date, as found in books or one of campaigns and not found in persistent world games, will result in the creation of pre-fabricated characters in the
natural human quest for maximising pleasure in a lifetime.
By being a GRRM, you derive no pleasure from who you play as. By being a Setting Paragon, you derive no pleasure from story progression.
On the other hand, the higher quality your character is the more pleasure you derive compared to someone with the opposite inclination and same quality character.
Basically, it is possible to latch on every single statement you made and nag you to provide proof from them till the end of time, because in the end you're stating your opinions and there are significant leaps in logic.To achieve a quality character, you must organically develop one. Pre-fabricated characters cannot exist long term or in a real world.
NegInfinity wrote:I fully disagree.Hoihe wrote: ....
The main issue is that you're attempting to quantify fun derived from making a character. Using your chosen methodology you arrive at conclusion that playing in specific way is how it is meant to be.
And here lies the big problem.
When approaching life aspects using mathematical logic, you risk reaching incorrect conclusion due to faulty selection of initial logical propositions/premises, upon which you built your entire logical system. A classic example of that is a cheshire cat dialogue from alice in wonderland.
---------
`To begin with,' said the Cat, `a dog's not mad. You grant that?'
`I suppose so,' said Alice.
`Well, then,' the Cat went on, `you see, a dog growls when it's angry, and wags its tail when it's pleased. Now I growl when I'm pleased, and wag my tail when I'm angry. Therefore I'm mad.'
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This is basically what you've done with your formulas. Mathematical and logical approaches, rather than dealing with reality itself, operates on models, which pick important factors and discard the rest. Due to infinite complexity of life and infinite number of variables by approaching a problem in methodical logical way, you risk building an incorrect model, by dismissing a value you deemed unimportant, which, in reality result in model behaving in way inconsistent with the real world. That's why it is important not to get hung up on trying to approach everything like syllogism or a system equation and know when to step back from overly formulaic approach.
Anyway.
In your previous statements following statements are provided without proof or anythign to support them.Permanent Death, over a period of time with no set end-date, as found in books or one of campaigns and not found in persistent world games, will result in the creation of pre-fabricated characters in thenatural human quest for maximising pleasure in a lifetime.By being a GRRM, you derive no pleasure from who you play as. By being a Setting Paragon, you derive no pleasure from story progression.On the other hand, the higher quality your character is the more pleasure you derive compared to someone with the opposite inclination and same quality character.Basically, it is possible to latch on every single statement you made and nag you to provide proof from them till the end of time, because in the end you're stating your opinions and there are significant leaps in logic.To achieve a quality character, you must organically develop one. Pre-fabricated characters cannot exist long term or in a real world.
For example, one thing that you possibly overlooked, by the way, is existence of other people and connections in the world.
You cannot play indefinitely and "derive pleasure". Over time character start losing relevance and becoming forgotten, turning into what I call a "ghost". Basically, character makes connection in the world and story events happen through interactions with them. However, past certain point, all connections somebody made will disappear - people will stop playing, roll new characters, or quit. And as a result you'll have a "ghost" on your hand - a character that once held a significance, but is no longer relevant to anything.
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Anyway. I suggest to put that energy into in-game characters instead.