The conflict of two styles of RP - the Story and the Exper..
Posted: Mon Jan 29, 2018 10:04 am
Hello!
In my discussions with people, I've noticed a certain trend that seems to underlie most issues concerning consequences and expectations. This trend is the conflict between two usually co-habitable reasons to RP that have a few issues that put them at stark opposites of each other. These two reasons to RP are to tell the story vs to experience the setting. As with all conflicting ideas, people rarely if ever truly fall on either side entirely and as a consequence we can treat this as a spectrum.
On one end, the end that I believe the most forum goers and people I talk with out of the game to approach, we have those who play the game to tell some grand and fantastic tale - where characters are merely chess pieces to move the plot onwards.
On the other end, where there aren't as many people as on the other but there's still some presence, are those who play to experience living in the setting they roleplay in. In our case, it's the Forgotten Realms setting. I personally fall on this side.
To understand the Story-end, we must take the extreme of that idea. 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 holds for one of his characters. The choice of GRRM as an example could be replaced by any other book author, for people on this side of the coin will in essence act like collaborative authors on a grand series of novels, working in tandem with their co-authors to create the best story they can - even if it means that they have to forfeit their own participation by sacrificing their voice (permakilling their character) for the greater good of the story's integrity. In essence, the existence of their character holds no essential role in their enjoyment of the ability to roleplay. They find no enjoyment in "filler RP" - where the story goes no where, merely existing to explore the characters or the setting.
On the other hand, to understand the Life or Character end, we once again must take the extreme. If any of you are familiar with the recently popularized stories concerning a person reading a book, watching a movie or playing a video/tabletop game winding up literally trapped within the story as one of the characters, then you are mostly familiar with what the extreme paragon of this side wishes to experience. In essence, the extreme paragon roleplays to lose themselves as a real life individual and don the identity of the character they roleplay as to experience life from their perspective. While not all of us are spectacled, I'm sure we all understand the idea behind putting on the wrong pair of glasses and things appearing off. The same idea applies to to this side. While the intent is to experience the world as if living in it, the manner of living hinges entirely on the mask they don. As such, the existence of their character is the focal essential point when it comes to enjoying roleplay. Their favorite type of RP is "filler RP" - having absolutely no care about the story progression so long they get to live in the setting as their character.
For realistic examples between these two paragons of their ideologies,
One can think of a person who argues for permanent death because they believe it is critical for the stories they seek to tell. Sure, they still play for escapism and choose to play as characters they believe to be enjoyable; but at the end of they day they can always just make a new character as long as the sacrifice was worth it for the story. They will happily do filler RP, but will always try to turn it into something that advances the plot.
For the other, one can think of a person who argues against the very idea of permanent death because it requires them disproportionate sacrifice for the potential enjoyment they can derive from it. They may, when they possess a sufficient stability and energy, comply with the idea of permanent death; it will still be a major net loss for them. Creating a new character is a chore and investment of energy with uncertain results. They will mostly do filler RP, even when participating in scenes whose sole purpose is to drive the plot forward, they will strive to find ways for it to satisfy either the exploration of the setting or the characters within.
Onto the character design of the two end points,
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. For them, a character must satisfy three factors: Plot relevance, Intractability and impact. Plot relevance is self-explanatory, Intractability is the maximization of designing for extrinsic enjoyment (you cut my arm off? No worries, I can weave that into a greater story) and impact is the insurance that their actions or lack of thereof will leave a mark on the collaborative story. Almost always a story-teller will choose a vat-grown character over an organic one simply due to the fact that a vat grown-character costs less investment.
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. The primary goal of such a character is to provide its player with unique perspectives that shape their reactions to the world around them. To achieve this end, such a character must fulfill three key aspects. These are Past/Potential Experiences, Personality/Perspective and Social Circles.
There are two means to achieve these factors,
The factors involving story-telling are for the most part unaffected by these two choices, although plot relevance usually requires a vat grown characters, unless they wish to gamble. Naturally, nobody is a true GRRM when it comes to RPing, nor are they purely Sword Art Online wannabes, so they will seek all 6 qualities. While the first 3 are unrelated to character development styles, the second 3 are definitely related to them.
One is a vat grown character - one already gives them the key experiences they're looking for in an enjoyable PC; and as a consequence due to pre-existing personality, they will also decide the perspective with which said character. The only mutable factor remains the social circles, which can be pre-decided thanks to OOC cliques once again. Generally speaking, these characters can be viewed as the likeliest to suffer from self insertism or mary sue syndrome. Due to the high risk of such, and the immutability of these characters, their RP tends to be less enjoyable for both the player and the community.
The other is an "Organic" character. They work by the idea of planting a seed. One gives them a single or maybe two relevant high-impact past experiences to help provide an initial perspective for the designed personality. OOC Cliques are still a problem, but due to the relatively low amount of high-impact past experiences, perspective and personality become highly mutable once high-impact past experiences start to accumulate and compound their effects once the character is "live". These characters tend to be the most life-like and enjoyable to interact with and play. However, due to their very high investment borne from the fact that not every route the character takes is enjoyable and to control these routes is to godmod your character's life; the fact that one will find themselves rolling out multiple such seeds at once and cull them until one or two develops in such a way that their enjoy-ability is maximal; such characters will hold disproportionately high value for their player, making their loss require story-events to hold more value than the sum character AND the creation of a new character would.
As clearly visible, those on the "character" side of the reasons to roleplay both derive less enjoyment from the progression of plot and invest a disproportionate amount of effort into creating a character, borne from the effort it takes to create a mutually enjoyable one. Loss of said character will require them the loss of the original investment and the reinvestment to create a new one. Should they choose to invest less, then objectively speaking their new character will be less enjoyable for both them and the community.
However, even those on the story side who are not paragons of their ideology will find themselves, given an infinite participation in the campaign, will naturally err on side of minimizing investment in proportion for enjoyment. It will definitely take longer for it to occur than for Character-Side ers, but it will invariably happen.
In summary, introduction of permanent death will invariably lead to a degradation of quality of enjoyment, of quality of characters and of quality of RP. This is due to the fact that nobody is purely GRRM when it comes to RPing, and such they will start creating lower quality characters to maximize their enjoyment in proportion to their investment. Permanent Death can only exist in campaigns with definite ends for normal people, in book stories. For persistent campaigns, everyone would need to be GRRM for it to remain enjoyable for all.
Thank you for reading.
In my discussions with people, I've noticed a certain trend that seems to underlie most issues concerning consequences and expectations. This trend is the conflict between two usually co-habitable reasons to RP that have a few issues that put them at stark opposites of each other. These two reasons to RP are to tell the story vs to experience the setting. As with all conflicting ideas, people rarely if ever truly fall on either side entirely and as a consequence we can treat this as a spectrum.
On one end, the end that I believe the most forum goers and people I talk with out of the game to approach, we have those who play the game to tell some grand and fantastic tale - where characters are merely chess pieces to move the plot onwards.
On the other end, where there aren't as many people as on the other but there's still some presence, are those who play to experience living in the setting they roleplay in. In our case, it's the Forgotten Realms setting. I personally fall on this side.
To understand the Story-end, we must take the extreme of that idea. 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 holds for one of his characters. The choice of GRRM as an example could be replaced by any other book author, for people on this side of the coin will in essence act like collaborative authors on a grand series of novels, working in tandem with their co-authors to create the best story they can - even if it means that they have to forfeit their own participation by sacrificing their voice (permakilling their character) for the greater good of the story's integrity. In essence, the existence of their character holds no essential role in their enjoyment of the ability to roleplay. They find no enjoyment in "filler RP" - where the story goes no where, merely existing to explore the characters or the setting.
On the other hand, to understand the Life or Character end, we once again must take the extreme. If any of you are familiar with the recently popularized stories concerning a person reading a book, watching a movie or playing a video/tabletop game winding up literally trapped within the story as one of the characters, then you are mostly familiar with what the extreme paragon of this side wishes to experience. In essence, the extreme paragon roleplays to lose themselves as a real life individual and don the identity of the character they roleplay as to experience life from their perspective. While not all of us are spectacled, I'm sure we all understand the idea behind putting on the wrong pair of glasses and things appearing off. The same idea applies to to this side. While the intent is to experience the world as if living in it, the manner of living hinges entirely on the mask they don. As such, the existence of their character is the focal essential point when it comes to enjoying roleplay. Their favorite type of RP is "filler RP" - having absolutely no care about the story progression so long they get to live in the setting as their character.
For realistic examples between these two paragons of their ideologies,
One can think of a person who argues for permanent death because they believe it is critical for the stories they seek to tell. Sure, they still play for escapism and choose to play as characters they believe to be enjoyable; but at the end of they day they can always just make a new character as long as the sacrifice was worth it for the story. They will happily do filler RP, but will always try to turn it into something that advances the plot.
For the other, one can think of a person who argues against the very idea of permanent death because it requires them disproportionate sacrifice for the potential enjoyment they can derive from it. They may, when they possess a sufficient stability and energy, comply with the idea of permanent death; it will still be a major net loss for them. Creating a new character is a chore and investment of energy with uncertain results. They will mostly do filler RP, even when participating in scenes whose sole purpose is to drive the plot forward, they will strive to find ways for it to satisfy either the exploration of the setting or the characters within.
Onto the character design of the two end points,
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. For them, a character must satisfy three factors: Plot relevance, Intractability and impact. Plot relevance is self-explanatory, Intractability is the maximization of designing for extrinsic enjoyment (you cut my arm off? No worries, I can weave that into a greater story) and impact is the insurance that their actions or lack of thereof will leave a mark on the collaborative story. Almost always a story-teller will choose a vat-grown character over an organic one simply due to the fact that a vat grown-character costs less investment.
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. The primary goal of such a character is to provide its player with unique perspectives that shape their reactions to the world around them. To achieve this end, such a character must fulfill three key aspects. These are Past/Potential Experiences, Personality/Perspective and Social Circles.
There are two means to achieve these factors,
The factors involving story-telling are for the most part unaffected by these two choices, although plot relevance usually requires a vat grown characters, unless they wish to gamble. Naturally, nobody is a true GRRM when it comes to RPing, nor are they purely Sword Art Online wannabes, so they will seek all 6 qualities. While the first 3 are unrelated to character development styles, the second 3 are definitely related to them.
One is a vat grown character - one already gives them the key experiences they're looking for in an enjoyable PC; and as a consequence due to pre-existing personality, they will also decide the perspective with which said character. The only mutable factor remains the social circles, which can be pre-decided thanks to OOC cliques once again. Generally speaking, these characters can be viewed as the likeliest to suffer from self insertism or mary sue syndrome. Due to the high risk of such, and the immutability of these characters, their RP tends to be less enjoyable for both the player and the community.
The other is an "Organic" character. They work by the idea of planting a seed. One gives them a single or maybe two relevant high-impact past experiences to help provide an initial perspective for the designed personality. OOC Cliques are still a problem, but due to the relatively low amount of high-impact past experiences, perspective and personality become highly mutable once high-impact past experiences start to accumulate and compound their effects once the character is "live". These characters tend to be the most life-like and enjoyable to interact with and play. However, due to their very high investment borne from the fact that not every route the character takes is enjoyable and to control these routes is to godmod your character's life; the fact that one will find themselves rolling out multiple such seeds at once and cull them until one or two develops in such a way that their enjoy-ability is maximal; such characters will hold disproportionately high value for their player, making their loss require story-events to hold more value than the sum character AND the creation of a new character would.
As clearly visible, those on the "character" side of the reasons to roleplay both derive less enjoyment from the progression of plot and invest a disproportionate amount of effort into creating a character, borne from the effort it takes to create a mutually enjoyable one. Loss of said character will require them the loss of the original investment and the reinvestment to create a new one. Should they choose to invest less, then objectively speaking their new character will be less enjoyable for both them and the community.
However, even those on the story side who are not paragons of their ideology will find themselves, given an infinite participation in the campaign, will naturally err on side of minimizing investment in proportion for enjoyment. It will definitely take longer for it to occur than for Character-Side ers, but it will invariably happen.
In summary, introduction of permanent death will invariably lead to a degradation of quality of enjoyment, of quality of characters and of quality of RP. This is due to the fact that nobody is purely GRRM when it comes to RPing, and such they will start creating lower quality characters to maximize their enjoyment in proportion to their investment. Permanent Death can only exist in campaigns with definite ends for normal people, in book stories. For persistent campaigns, everyone would need to be GRRM for it to remain enjoyable for all.
Thank you for reading.