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    <title>The Astounding Mr. Goodner's Amazing Electric Widgets - The Play's the Thing</title>
    <link>http://www.davidgoodner.com/</link>
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    <language>en-us</language>
    <copyright>David Goodner</copyright>
    <lastBuildDate>Fri, 29 Oct 2004 16:47:26 GMT</lastBuildDate>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Welcome to the end. I've decided, after about two years or so,
to close the curtain on The Play's the Thing. I've said pretty much everything I have
to say, and it's starting to be a chore, more than fun. I'd rather leave on a relatively
high note than drag it out and write lousy columns that neither you nor I enjoy.</font>
        </p>
        <p>
          <font color="#000000">But before I go, I thought I'd leave you with one last summation
of what I've been saying.</font>
        </p>
        <p>
          <font color="#000000">Here's what I think makes for a good gamer. Other people have
different opinions. These are mine.</font>
        </p>
        <h2>
          <font color="#000000">Consistent</font>
        </h2>
        <p>
          <font color="#000000">A good gamer shows up on time. He's prepared for the game. And
he plays in a logical way. If his character was a grim soldier last session, he's
not a zany clown this week just because he got bored. (But maybe his character is
really insane, in which case it's ok, unless it's annoying.)</font>
        </p>
        <h2>
          <font color="#000000">Considerate</font>
        </h2>
        <p>
          <font color="#000000">A good gamer plays well with others. He makes a character that
fits in with the group, and tries to avoid invalidating other characters. He plays
the game as a cooperative venture. Even when characters are in conflict, the <i>players</i> should
be working toward a mutual goal.</font>
        </p>
        <p>
          <font color="#000000">Consideration is actually the cornerstone of my thoughts about
being a good player. If you do everything else great, but you're a jerk to all the
other players, then you're probably not someone I would want to play with.</font>
        </p>
        <h2>
          <font color="#000000">Fair</font>
        </h2>
        <p>
          <font color="#000000">A good gamer plays nice. Not cheating is obvious. Exhibiting
good sportsmanship and style is a nice bonus. Fair play extends from the tangible
things like not breaking the rules into intangible ones like not exploiting loopholes
to the detriment of the game. If everybody is a point-scraping ubergamer, then that's
fine, but if you're the only one and you specifically enjoy doing things no one else
(including the GM) can do, then you might want to consider changing that behavior.</font>
        </p>
        <p>
          <font color="#000000">As a real-world example, I refused to play any Hero system game
for about ten years after falling in with a group that had a couple min-maxers who
got off on being able to point-screw the newer players.</font>
        </p>
        <h2>
          <font color="#000000">Entertaining</font>
        </h2>
        <p>
          <font color="#000000">I enjoy playing with lively, exciting players. One hefty part
of gaming is performance art. Part of your job as a player is to play your role like
an actor does. The better you do that, the more fun the game is.</font>
        </p>
        <p>
          <font color="#000000">Being entertaining isn't just about being funny, or intense,
or anything else. It's about doing the right thing at the right time. A character
played for comic relief needs to take center stage when comic relief is needed, and
to fade into the background when it's time to be serious. On the other hand, a character
who's always in the background, or never does anything fun to watch, then why is he
there at all?</font>
        </p>
        <h2>
          <font color="#000000">Inspiring</font>
        </h2>
        <p>
          <font color="#000000">The very best gamers bring the game to a higher level just by
being there. Some nights, I'm even one of them.</font>
        </p>
        <p>
          <font color="#000000">What's inspiring, of course, varies. Being entertaining (see
above) is certainly part of it, but there's more. When I've been inspired (or more
rarely inspired someone else), it's been a combination of factors. A character who
really fits the game is absolutely necessary. He might be played true to genre, or
a little oddball - but in a way that adds to the mood and themes of the game. His
background makes the game more interesting - which might mean it's rich and detailed,
or it might mean its light and sleek, with just the hook the GM needs. He has goals
that bring him into conflict with the game's adversaries, and occasionally the other
PCs. And he's played artfully, by a player who knows which buttons to push and how
to push them, and most importantly when not to.</font>
        </p>
        <p>
          <font color="#000000">Now that I'm at the end of the column, I really don't know exactly
how to be an inspiring player, or how to tell anyone else how to do it. I know it
when I see it, though, and knowing what to look for gives me a goal.</font>
        </p>
        <p>
          <font color="#000000">And maybe it's like the quest for the Holy Grail. The finding
isn't as important as the looking. And everybody dies at the end except Sir Bors.</font>
        </p>
        <p>
          <font color="#000000">(Well, maybe not the last part)</font>
        </p>
        <h2>
          <font color="#000000">Conclusions</font>
        </h2>
        <p>
          <font color="#000000">Really conclusions this time. That's all I've got. It's been
fun. I hope you've enjoyed it. I hope a few of you have learned something that helps
you have more fun gaming. If I've managed to accomplish that, then that's pretty cool.</font>
        </p>
        <p>
          <font color="#000000">See you 'round. I'll leave you with the words of a guy who probably
would have been a pretty good GM.</font>
        </p>
        <p>
          <br />
          <font color="#000000">If we shadows have offended,<br /><br />
Think but this, and all is mended,<br /><br />
That you have but slumber'd here<br /><br />
While these visions did appear.<br /><br />
And this weak and idle theme,<br /><br />
No more yielding but a dream,<br /><br />
Gentles, do not reprehend:<br /><br />
if you pardon, we will mend:<br /><br />
And, as I am an honest Puck,<br /><br />
If we have unearned luck<br /><br />
Now to 'scape the serpent's tongue,<br /><br />
We will make amends ere long;<br /><br />
Else the Puck a liar call;<br /><br />
So, good night unto you all.<br /><br />
Give me your hands, if we be friends,<br /><br />
And Robin shall restore amends.<br /></font>
        </p>
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      </body>
      <title>Conclusions</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,cae07474-bc7c-43e0-97c0-df19589beed2.aspx</guid>
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      <pubDate>Fri, 29 Oct 2004 16:47:26 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome to the end. I've decided, after about two years or so,
to close the curtain on The Play's the Thing. I've said pretty much everything I have
to say, and it's starting to be a chore, more than fun. I'd rather leave on a relatively
high note than drag it out and write lousy columns that neither you nor I enjoy.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But before I go, I thought I'd leave you with one last summation
of what I've been saying.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Here's what I think makes for a good gamer. Other people have
different opinions. These are mine.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Consistent&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A good gamer shows up on time. He's prepared for the game. And
he plays in a logical way. If his character was a grim soldier last session, he's
not a zany clown this week just because he got bored. (But maybe his character is
really insane, in which case it's ok, unless it's annoying.)&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Considerate&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A good gamer plays well with others. He makes a character that
fits in with the group, and tries to avoid invalidating other characters. He plays
the game as a cooperative venture. Even when characters are in conflict, the &lt;i&gt;players&lt;/i&gt; should
be working toward a mutual goal.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Consideration is actually the cornerstone of my thoughts about
being a good player. If you do everything else great, but you're a jerk to all the
other players, then you're probably not someone I would want to play with.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Fair&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A good gamer plays nice. Not cheating is obvious. Exhibiting good
sportsmanship and style is a nice bonus. Fair play extends from the tangible things
like not breaking the rules into intangible ones like not exploiting loopholes to
the detriment of the game. If everybody is a point-scraping ubergamer, then that's
fine, but if you're the only one and you specifically enjoy doing things no one else
(including the GM) can do, then you might want to consider changing that behavior.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;As a real-world example, I refused to play any Hero system game
for about ten years after falling in with a group that had a couple min-maxers who
got off on being able to point-screw the newer players.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Entertaining&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I enjoy playing with lively, exciting players. One hefty part
of gaming is performance art. Part of your job as a player is to play your role like
an actor does. The better you do that, the more fun the game is.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Being entertaining isn't just about being funny, or intense, or
anything else. It's about doing the right thing at the right time. A character played
for comic relief needs to take center stage when comic relief is needed, and to fade
into the background when it's time to be serious. On the other hand, a character who's
always in the background, or never does anything fun to watch, then why is he there
at all?&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Inspiring&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The very best gamers bring the game to a higher level just by
being there. Some nights, I'm even one of them.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;What's inspiring, of course, varies. Being entertaining (see above)
is certainly part of it, but there's more. When I've been inspired (or more rarely
inspired someone else), it's been a combination of factors. A character who really
fits the game is absolutely necessary. He might be played true to genre, or a little
oddball - but in a way that adds to the mood and themes of the game. His background
makes the game more interesting - which might mean it's rich and detailed, or it might
mean its light and sleek, with just the hook the GM needs. He has goals that bring
him into conflict with the game's adversaries, and occasionally the other PCs. And
he's played artfully, by a player who knows which buttons to push and how to push
them, and most importantly when not to.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Now that I'm at the end of the column, I really don't know exactly
how to be an inspiring player, or how to tell anyone else how to do it. I know it
when I see it, though, and knowing what to look for gives me a goal.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;And maybe it's like the quest for the Holy Grail. The finding
isn't as important as the looking. And everybody dies at the end except Sir Bors.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(Well, maybe not the last part)&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Conclusions&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Really conclusions this time. That's all I've got. It's been fun.
I hope you've enjoyed it. I hope a few of you have learned something that helps you
have more fun gaming. If I've managed to accomplish that, then that's pretty cool.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;See you 'round. I'll leave you with the words of a guy who probably
would have been a pretty good GM.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;font color=#000000&gt;If we shadows have offended,&lt;br&gt;
&lt;br&gt;
Think but this, and all is mended,&lt;br&gt;
&lt;br&gt;
That you have but slumber'd here&lt;br&gt;
&lt;br&gt;
While these visions did appear.&lt;br&gt;
&lt;br&gt;
And this weak and idle theme,&lt;br&gt;
&lt;br&gt;
No more yielding but a dream,&lt;br&gt;
&lt;br&gt;
Gentles, do not reprehend:&lt;br&gt;
&lt;br&gt;
if you pardon, we will mend:&lt;br&gt;
&lt;br&gt;
And, as I am an honest Puck,&lt;br&gt;
&lt;br&gt;
If we have unearned luck&lt;br&gt;
&lt;br&gt;
Now to 'scape the serpent's tongue,&lt;br&gt;
&lt;br&gt;
We will make amends ere long;&lt;br&gt;
&lt;br&gt;
Else the Puck a liar call;&lt;br&gt;
&lt;br&gt;
So, good night unto you all.&lt;br&gt;
&lt;br&gt;
Give me your hands, if we be friends,&lt;br&gt;
&lt;br&gt;
And Robin shall restore amends.&lt;br&gt;
&lt;/font&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=cae07474-bc7c-43e0-97c0-df19589beed2" /&gt;</description>
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Welcome back. Today, we discuss what may be the most difficult
problem character of all...</font>
        </p>
        <p>
          <font color="#000000">...The Leader.</font>
        </p>
        <p>
          <font color="#000000">To begin with, let me tell you, I hate playing the Leader. I
hated being group leader in group work at school, too. (And I hated group work in
general, but that's another story) I don't like being responsible for anyone else's
fun, and in a pretty big way, the Leader is responsible for everyone else's fun. If
he screws up, the rest of the group pays for it.</font>
        </p>
        <p>
          <font color="#000000">That said, I've ended up playing the Leader fairly often. A
few years back, I was one of the oldest, most experienced gamers in my group, so the
others tended to deferr to me even when I didn't want them to. I don't consider myself
a very good leader, but I was good enough to get by. And, perhaps because I'm uncomfortable
in the position, but frequently thrust into it anyway, I've given a good bit of thought
to what it means to be the Leader in an RPG group.</font>
        </p>
        <p>
          <font color="#000000">The Leader, for our purposes is both the character the other
PCs follow. To confuse the issue, the Player of the Leader is probably also the Leader
at the meta-level. This is not so true of other character types, but with the Leader,
the line between Player and Character is blurred. A Player can play a Rat-Bastard
without the other Players hating him, but he can probably only play the Leader if
the others are willing to follow.</font>
        </p>
        <p>
          <font color="#000000">The Leader is a really hard role to play, unless it's easy.
This column probably isn't going to tell you how to do it. The best I can do is show
you the pitfalls and suggest ways you might work around them.</font>
        </p>
        <p>
          <font color="#000000">First off, how about some general thoughts on leadership. RPG.net
used to have a column on the subject. I suggest checking it out in the archives. Not
bad reading. I'll be much more brief.</font>
        </p>
        <p>
          <font color="#000000">One of the tidbits I remember from sociology is that any group
has two "leaders." The primary leader is the one everyone sees as the leader. He makes
the decisions, picks the goals, and generally runs things. The second leader is the
one who keeps the group cohesive and looks after the needs of the individual members.</font>
        </p>
        <p>
          <font color="#000000">We're mostly focused on the first type, but I'll digress into
the second from time to time.</font>
        </p>
        <p>
          <font color="#000000">A Leader is more than someone who gives orders. In fact, giving
orders can make you NOT the Leader. The Leader charts a course, and other people follow
it. A good leader inspires people to follow him, or persuades them. Then comes the
tricky part. He has to take them somewhere. So effective leadership has two components:
inspiration of loyalty, and vision of objectives. Someone who can inspire loyalty,
but can't come up with objectives makes a good figurehead, but not a good Leader.
Those who follow him are likely doomed, unless he's very lucky. Someone who can set
objectives and figure out how to reach them is only a Leader once he can articulate
his plan and get someone to follow it.</font>
        </p>
        <p>
          <font color="#000000">If you want your character to be the Leader, you have to be
able to do both, or at least simulate doing both. This being a game, not real life,
you can sometimes fake it. Otherwise, any gamer who played a lawyer or a surgeon would
probably be fairly wealthy.</font>
        </p>
        <p>
          <font color="#000000">Let's start with the first side of the Leadership coin.</font>
        </p>
        <h2>
          <font color="#000000">Inspiring Loyalty</font>
        </h2>
        <p>
          <font color="#000000">You're not the Leader until you tell someone to do something
and they do it. In fact, you're not the Leader until you consistently tell people
to do things and they do them.</font>
        </p>
        <p>
          <font color="#000000">There are lots of ways to inspire loyalty. Personal charisma
is nice if you have it. Largess helps, too. So does blackmail, up to a point. But
all of these have practical limitations. If you aren't charismatic, wealthy, or sneaky,
you might have trouble with them.</font>
        </p>
        <p>
          <font color="#000000">Another good option is generally being right. If, every time
the group says "what should we do now?" they end up following your suggestion, you
are probably the Leader.</font>
        </p>
        <p>
          <font color="#000000">Once again, there are practical limitations to that, inasmuch
as you have to really be right.</font>
        </p>
        <p>
          <font color="#000000">There are many books in the business/management section of your
local bookstore or perhaps Dewey Number 6XX of the nearest public library on the subject
of how to inspire loyalty. Most of them boil down to the following:</font>
        </p>
        <ul>
          <li>
            <font color="#000000">Treat your followers with respect. </font>
          </li>
          <li>
            <font color="#000000">Give them an environment in which they feel empowered and needed. </font>
          </li>
          <li>
            <font color="#000000">Trust them and make sure they can trust you. </font>
          </li>
          <li>
            <font color="#000000">Reward them for their accomplishments. </font>
          </li>
        </ul>
        <p>
          <font color="#000000">Most of that's pretty obvious, once someone points it out to
you. Reading a book or two on the subject might not be a bad idea if you want to know
more. The "Short form" is that it's about respect. Particularly in a roleplaying game,
a group is probably a group of equals. Even if your character is Captain Jean-Luc
Tiberius Archer of Starfleet <i>you</i> are still just another member of the group,
and your friends aren't going to take well to you ordering them around. (If they do,
hey, I'm big enough to admit when I'm wrong. More power to you)</font>
        </p>
        <p>
          <font color="#000000">So for now, let's assume you need a little help getting into
your position of leadership. Here are some suggestions.</font>
        </p>
        <p>
          <font color="#000000">First off, you should clear your plan with the rest of the group.
If you want to play the Leader type, mentioning that to the GM and the other players
is a good idea. You can work out in advance why they'd follow you, and you can iron
out potential problems. Or you might realize it's all a big headache and play a moody
loner instead.</font>
        </p>
        <p>
          <font color="#000000">If the rest of the group goes for it, you can play a really
autocratic character and get away with it. As an example, right now I'm playing a
Star Wars game. My character is essentially another PC's butler. His character orders
mine around and is generally a little condescending. If he'd tried to pull that without
asking me, I'd be pretty annoyed. But since I actually asked him if he wanted a butler,
it's all in fun.</font>
        </p>
        <p>
          <font color="#000000">Second, you should be prepared to metagame. I've previously
discussed that there's good metagaming and bad metagaming. Altering your character
portrayal to avoid nasty conflicts is usually good metagaming. In Character, your
Starfleet captain might be a decisive man of action who just snaps out orders that
are instantly obeyed. Out of Character, you should probably be a little more diplomatic.
Taking a minute OOC to discuss what you've got in mind and ask the other players what
they'd like to do is a good idea. It can help you in another way as well. We'll get
to that in a minute.</font>
        </p>
        <p>
          <font color="#000000">Third, be prepared to compromise. If you have a really strong
direction in mind (which we'll discuss in a minute), you have to either be able to
sell that goal to the rest of the group, or be ready to lose your leadership position
if you try to force them to follow it. So be ready to change your goals if necessary.
Remember that the game isn't about your character and his sidekicks (generally). It's
about a group. Everyone needs a chance to shine, and if you're always pushing your
character to the front, you're going to annoy your fellow players.</font>
        </p>
        <p>
          <font color="#000000">So now you're reading this and saying "but David, if I do all
that, I'm not really the Leader at all. I'm more like everybody else's servant." To
which I reply, "Yeah, pretty much." The best Leaders don't think of their job as "order
these people around." They think about it as "Help these people succeed."</font>
        </p>
        <p>
          <font color="#000000">Not all leaders are like that, of course. And if you have the
personal magnetism to get the rest of your group to do whatever you want, you don't
have to do it either. But don't say I didn't warn you.</font>
        </p>
        <p>
          <font color="#000000">Now, on to the second matter:</font>
        </p>
        <h2>
          <font color="#000000">Providing Vision</font>
        </h2>
        <p>
          <font color="#000000">The Leader's job is to direct his followers. This is the hardest
part to teach. Giving orders is easy. Giving them in a way that people will follow
isn't too difficult. But knowing what orders to give? Aye, there's the rub.</font>
        </p>
        <p>
          <font color="#000000">In a fairly typical roleplaying party, the group engages in
a mix of investigation, intelligence gathering, and small-unit military tactics. An
ideal Leader would be adept at planning for all of those. He'd know the strengths
and weaknesses of everyone on his team, and be able to figure out the strengths and
weaknesses of his enemies. He'd also be able to put different pieces of information
together to create a coherent view of any situation, then figure out how to exploit
that situation to his team's benefit.</font>
        </p>
        <p>
          <font color="#000000">Tall order, huh? And we're not quite done yet. That's all tactical
level stuff. A good Leader also has to be able to work at the strategic level. He
needs to provide overall direction to the team, so that they're always moving closer
to a goal.</font>
        </p>
        <p>
          <font color="#000000">Not many people can really do all that, which is, more or less,
why leadership works at all. Fortunately, you don't really have to be able to do it
all.</font>
        </p>
        <p>
          <font color="#000000">Some of the same mechanisms I suggested earlier will help you
here. You should probably really talk to the other players about the overall strategy
the group wants to pursue anyway.</font>
        </p>
        <p>
          <font color="#000000">For the tactical side, if you don't have at least a basic grasp
of problem-solving skills, you might want to reconsider your choice to be the Leader.
But you don't need to be a SWAT commander or anything. The GM's probably not, either.
(Besides that, all too many groups use the tactic of "just do whatever" without much
coordination anyway...)</font>
        </p>
        <p>
          <font color="#000000">If the GM is willing to work with you, you have some options.
Spend points on skills like Notice and Tactics, and ask for rolls to give your character
ideas. It probably won't be very satisfying to play a tactical genius by just sitting
around waiting for the GM to make up your plans, but he can give you enough help to
get by.</font>
        </p>
        <p>
          <font color="#000000">Another option is to delegate. If your character can provide
the overall direction, others can help with parts of the whole. The most important
aspect of the Leader's role is to know what needs to be done and be sure someone is
doing it. If another player is better at planning out combat encounters, let him make
the plans. Try to ask some good questions. It's the same as the fact that the Leader
would let the unit's medic do the field surgery, and the scout do the intelligence
gathering.</font>
        </p>
        <p>
          <font color="#000000">The, of course, you're just management. (Just a joke. Don't
take it personally)</font>
        </p>
        <p>
          <font color="#000000">Seriously, though, you should be prepared to delegate some things.
Everyone wants to feel creative and useful. Most games aren't about The Leader and
his Spiffy Minions. They're about a team of relative equals. Often, even when there's
a logical command structure, groups tend to be more democratic than would be logical.
We'll talk about that more in just a minute.</font>
        </p>
        <p>
          <font color="#000000">The flip side is that if you're having to delegate everything,
then perhaps playing the Leader isn't for you. Chances are good that if the other
players are metagaming so their characters will follow yours, and someone else is
coming up with the plans, you're not really doing a good job in the Leader slot. At
some point, you'll have to consider whether getting to wear the Leader hat is worth
the compromises you and the rest of the group are having to make.</font>
        </p>
        <p>
          <font color="#000000">Ok, so that's the basics of the job. Let's talk a little about
practical matters.</font>
        </p>
        <h2>
          <font color="#000000">Implementation</font>
        </h2>
        <p>
          <font color="#000000">The Leader of a group of PCs has different challenges than,
say, a SWAT Team commander or a feudal lord. Essentially, he doesn't really have any
authority other than what his followers choose to give him. It doesn't matter who
spent the most on the Rank advantage. You can't <i>make</i> the other players do what
you want, and attempts to do so will be disruptive to the game. Sure, technically,
a military commander could have an insubordinate soldier court-martialed, but if you
try it, you'll end up bringing the game to a halt.</font>
        </p>
        <p>
          <font color="#000000">And that, you see, is the key. It's a game, played by people
who are doing it for fun. If you do anything that makes the game not be fun, nobody
is likely to cooperate with you.</font>
        </p>
        <p>
          <font color="#000000">Another matter is that some tactics that work pretty well in
real life just don't work in some RPGs. Unless you've been trained in small-unit tactics,
you just won't be as good at making up plans as someone who has, and even if you have,
you might find that the rules won't support some otherwise logical courses of action.
For instance, if you're playing Dungeons &amp; Dragons, you might have problems with
plans that involve quickly and quietly dispatching opposition. Escalating hit points
will get in your way unless you have options like Sleep spells. (Not really a dig
against the d20 crowd. It's not even <i>absolutely</i> true - but it's a good enough
example.)</font>
        </p>
        <p>
          <font color="#000000">In general, your planning will need to be fairly light and flexible,
simply because you don't have the resources for highly detailed plans. There are exceptions,
of course. I know a few gamers who really dig the minutia of planning and plotting
with maps and guard schedules and all of that.</font>
        </p>
        <p>
          <font color="#000000">Often, as Leader, your real job isn't so much to direct every
action as simply to remind the rest of the group of their true objectives. Going into
a fight saying "We're here to take out the Liche Lord. Only mess with the popcorn
as much as you have to," could be enough. Your fellow players will tend to pick out
their own smaller fights within the larger engagement.</font>
        </p>
        <p>
          <font color="#000000">One last thing that separates RPG Leaders from their real life
counterparts is that they're characters in a roleplaying game. (Well, duh.) Some GMs
set every detail down in advance, making the experience almost the same as real life.
I hate them. I've never been that organized, and neither have most of my GMs. That
means, occasionally, a plan can succeed because it sounds cool.</font>
        </p>
        <p>
          <font color="#000000">But occasionally not. You've really got to know your GM. To
some extent, you should collaborate with him. It's not your job to lead the group
into an ambush, or to slavishly follow exactly the path the GM has laid out - but
on the other hand, it's not very nice to exploit your position as the Leader to shaft
the GM's plot. If he's dropping hints that the group should go to San Francisco, then
deciding to take them to New Orleans instead just </font>
        </p>
        <p>
          <font color="#000000">out of spite will probably get dice thrown at you.</font>
        </p>
        <h2>
          <font color="#000000">Conclusions</font>
        </h2>
        <p>
          <font color="#000000">That pretty much wraps it up for the Leader. The best I could
do here was a general survey. The topic is complex enough to rate its own series of
columns, but I don't think I'm going to do that.</font>
        </p>
        <p>
          <font color="#000000">Like just about everything else, my theories on playing a good
Leader boil down to playing nice with the rest of the group. Of course, sometimes
the Leader has to make hard decisions - but those should be dramatic, done for the
good of the group and the game, not just to annoy another player.</font>
        </p>
        <p>
          <font color="#000000">TTFN</font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=71dbca81-7035-4766-93b1-4644983e5066" />
      </body>
      <title>You Can Lead a Horse to Water</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,71dbca81-7035-4766-93b1-4644983e5066.aspx</guid>
      <link>http://www.davidgoodner.com/PermaLink,guid,71dbca81-7035-4766-93b1-4644983e5066.aspx</link>
      <pubDate>Thu, 23 Sep 2004 16:45:32 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back. Today, we discuss what may be the most difficult
problem character of all...&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;...The Leader.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;To begin with, let me tell you, I hate playing the Leader. I hated
being group leader in group work at school, too. (And I hated group work in general,
but that's another story) I don't like being responsible for anyone else's fun, and
in a pretty big way, the Leader is responsible for everyone else's fun. If he screws
up, the rest of the group pays for it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That said, I've ended up playing the Leader fairly often. A few
years back, I was one of the oldest, most experienced gamers in my group, so the others
tended to deferr to me even when I didn't want them to. I don't consider myself a
very good leader, but I was good enough to get by. And, perhaps because I'm uncomfortable
in the position, but frequently thrust into it anyway, I've given a good bit of thought
to what it means to be the Leader in an RPG group.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Leader, for our purposes is both the character the other PCs
follow. To confuse the issue, the Player of the Leader is probably also the Leader
at the meta-level. This is not so true of other character types, but with the Leader,
the line between Player and Character is blurred. A Player can play a Rat-Bastard
without the other Players hating him, but he can probably only play the Leader if
the others are willing to follow.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Leader is a really hard role to play, unless it's easy. This
column probably isn't going to tell you how to do it. The best I can do is show you
the pitfalls and suggest ways you might work around them.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;First off, how about some general thoughts on leadership. RPG.net
used to have a column on the subject. I suggest checking it out in the archives. Not
bad reading. I'll be much more brief.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;One of the tidbits I remember from sociology is that any group
has two "leaders." The primary leader is the one everyone sees as the leader. He makes
the decisions, picks the goals, and generally runs things. The second leader is the
one who keeps the group cohesive and looks after the needs of the individual members.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;We're mostly focused on the first type, but I'll digress into
the second from time to time.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A Leader is more than someone who gives orders. In fact, giving
orders can make you NOT the Leader. The Leader charts a course, and other people follow
it. A good leader inspires people to follow him, or persuades them. Then comes the
tricky part. He has to take them somewhere. So effective leadership has two components:
inspiration of loyalty, and vision of objectives. Someone who can inspire loyalty,
but can't come up with objectives makes a good figurehead, but not a good Leader.
Those who follow him are likely doomed, unless he's very lucky. Someone who can set
objectives and figure out how to reach them is only a Leader once he can articulate
his plan and get someone to follow it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If you want your character to be the Leader, you have to be able
to do both, or at least simulate doing both. This being a game, not real life, you
can sometimes fake it. Otherwise, any gamer who played a lawyer or a surgeon would
probably be fairly wealthy.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Let's start with the first side of the Leadership coin.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Inspiring Loyalty&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;You're not the Leader until you tell someone to do something and
they do it. In fact, you're not the Leader until you consistently tell people to do
things and they do them.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are lots of ways to inspire loyalty. Personal charisma is
nice if you have it. Largess helps, too. So does blackmail, up to a point. But all
of these have practical limitations. If you aren't charismatic, wealthy, or sneaky,
you might have trouble with them.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Another good option is generally being right. If, every time the
group says "what should we do now?" they end up following your suggestion, you are
probably the Leader.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Once again, there are practical limitations to that, inasmuch
as you have to really be right.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are many books in the business/management section of your
local bookstore or perhaps Dewey Number 6XX of the nearest public library on the subject
of how to inspire loyalty. Most of them boil down to the following:&lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;Treat your followers with respect. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Give them an environment in which they feel empowered and needed. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Trust them and make sure they can trust you. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Reward them for their accomplishments. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Most of that's pretty obvious, once someone points it out to you.
Reading a book or two on the subject might not be a bad idea if you want to know more.
The "Short form" is that it's about respect. Particularly in a roleplaying game, a
group is probably a group of equals. Even if your character is Captain Jean-Luc Tiberius
Archer of Starfleet &lt;i&gt;you&lt;/i&gt; are still just another member of the group, and your
friends aren't going to take well to you ordering them around. (If they do, hey, I'm
big enough to admit when I'm wrong. More power to you)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So for now, let's assume you need a little help getting into your
position of leadership. Here are some suggestions.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;First off, you should clear your plan with the rest of the group.
If you want to play the Leader type, mentioning that to the GM and the other players
is a good idea. You can work out in advance why they'd follow you, and you can iron
out potential problems. Or you might realize it's all a big headache and play a moody
loner instead.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If the rest of the group goes for it, you can play a really autocratic
character and get away with it. As an example, right now I'm playing a Star Wars game.
My character is essentially another PC's butler. His character orders mine around
and is generally a little condescending. If he'd tried to pull that without asking
me, I'd be pretty annoyed. But since I actually asked him if he wanted a butler, it's
all in fun.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Second, you should be prepared to metagame. I've previously discussed
that there's good metagaming and bad metagaming. Altering your character portrayal
to avoid nasty conflicts is usually good metagaming. In Character, your Starfleet
captain might be a decisive man of action who just snaps out orders that are instantly
obeyed. Out of Character, you should probably be a little more diplomatic. Taking
a minute OOC to discuss what you've got in mind and ask the other players what they'd
like to do is a good idea. It can help you in another way as well. We'll get to that
in a minute.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Third, be prepared to compromise. If you have a really strong
direction in mind (which we'll discuss in a minute), you have to either be able to
sell that goal to the rest of the group, or be ready to lose your leadership position
if you try to force them to follow it. So be ready to change your goals if necessary.
Remember that the game isn't about your character and his sidekicks (generally). It's
about a group. Everyone needs a chance to shine, and if you're always pushing your
character to the front, you're going to annoy your fellow players.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So now you're reading this and saying "but David, if I do all
that, I'm not really the Leader at all. I'm more like everybody else's servant." To
which I reply, "Yeah, pretty much." The best Leaders don't think of their job as "order
these people around." They think about it as "Help these people succeed."&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Not all leaders are like that, of course. And if you have the
personal magnetism to get the rest of your group to do whatever you want, you don't
have to do it either. But don't say I didn't warn you.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Now, on to the second matter:&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Providing Vision&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Leader's job is to direct his followers. This is the hardest
part to teach. Giving orders is easy. Giving them in a way that people will follow
isn't too difficult. But knowing what orders to give? Aye, there's the rub.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In a fairly typical roleplaying party, the group engages in a
mix of investigation, intelligence gathering, and small-unit military tactics. An
ideal Leader would be adept at planning for all of those. He'd know the strengths
and weaknesses of everyone on his team, and be able to figure out the strengths and
weaknesses of his enemies. He'd also be able to put different pieces of information
together to create a coherent view of any situation, then figure out how to exploit
that situation to his team's benefit.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Tall order, huh? And we're not quite done yet. That's all tactical
level stuff. A good Leader also has to be able to work at the strategic level. He
needs to provide overall direction to the team, so that they're always moving closer
to a goal.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Not many people can really do all that, which is, more or less,
why leadership works at all. Fortunately, you don't really have to be able to do it
all.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Some of the same mechanisms I suggested earlier will help you
here. You should probably really talk to the other players about the overall strategy
the group wants to pursue anyway.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;For the tactical side, if you don't have at least a basic grasp
of problem-solving skills, you might want to reconsider your choice to be the Leader.
But you don't need to be a SWAT commander or anything. The GM's probably not, either.
(Besides that, all too many groups use the tactic of "just do whatever" without much
coordination anyway...)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If the GM is willing to work with you, you have some options.
Spend points on skills like Notice and Tactics, and ask for rolls to give your character
ideas. It probably won't be very satisfying to play a tactical genius by just sitting
around waiting for the GM to make up your plans, but he can give you enough help to
get by.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Another option is to delegate. If your character can provide the
overall direction, others can help with parts of the whole. The most important aspect
of the Leader's role is to know what needs to be done and be sure someone is doing
it. If another player is better at planning out combat encounters, let him make the
plans. Try to ask some good questions. It's the same as the fact that the Leader would
let the unit's medic do the field surgery, and the scout do the intelligence gathering.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The, of course, you're just management. (Just a joke. Don't take
it personally)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Seriously, though, you should be prepared to delegate some things.
Everyone wants to feel creative and useful. Most games aren't about The Leader and
his Spiffy Minions. They're about a team of relative equals. Often, even when there's
a logical command structure, groups tend to be more democratic than would be logical.
We'll talk about that more in just a minute.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The flip side is that if you're having to delegate everything,
then perhaps playing the Leader isn't for you. Chances are good that if the other
players are metagaming so their characters will follow yours, and someone else is
coming up with the plans, you're not really doing a good job in the Leader slot. At
some point, you'll have to consider whether getting to wear the Leader hat is worth
the compromises you and the rest of the group are having to make.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Ok, so that's the basics of the job. Let's talk a little about
practical matters.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Implementation&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Leader of a group of PCs has different challenges than, say,
a SWAT Team commander or a feudal lord. Essentially, he doesn't really have any authority
other than what his followers choose to give him. It doesn't matter who spent the
most on the Rank advantage. You can't &lt;i&gt;make&lt;/i&gt; the other players do what you want,
and attempts to do so will be disruptive to the game. Sure, technically, a military
commander could have an insubordinate soldier court-martialed, but if you try it,
you'll end up bringing the game to a halt.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;And that, you see, is the key. It's a game, played by people who
are doing it for fun. If you do anything that makes the game not be fun, nobody is
likely to cooperate with you.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Another matter is that some tactics that work pretty well in real
life just don't work in some RPGs. Unless you've been trained in small-unit tactics,
you just won't be as good at making up plans as someone who has, and even if you have,
you might find that the rules won't support some otherwise logical courses of action.
For instance, if you're playing Dungeons &amp;amp; Dragons, you might have problems with
plans that involve quickly and quietly dispatching opposition. Escalating hit points
will get in your way unless you have options like Sleep spells. (Not really a dig
against the d20 crowd. It's not even &lt;i&gt;absolutely&lt;/i&gt; true - but it's a good enough
example.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In general, your planning will need to be fairly light and flexible,
simply because you don't have the resources for highly detailed plans. There are exceptions,
of course. I know a few gamers who really dig the minutia of planning and plotting
with maps and guard schedules and all of that.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Often, as Leader, your real job isn't so much to direct every
action as simply to remind the rest of the group of their true objectives. Going into
a fight saying "We're here to take out the Liche Lord. Only mess with the popcorn
as much as you have to," could be enough. Your fellow players will tend to pick out
their own smaller fights within the larger engagement.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;One last thing that separates RPG Leaders from their real life
counterparts is that they're characters in a roleplaying game. (Well, duh.) Some GMs
set every detail down in advance, making the experience almost the same as real life.
I hate them. I've never been that organized, and neither have most of my GMs. That
means, occasionally, a plan can succeed because it sounds cool.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But occasionally not. You've really got to know your GM. To some
extent, you should collaborate with him. It's not your job to lead the group into
an ambush, or to slavishly follow exactly the path the GM has laid out - but on the
other hand, it's not very nice to exploit your position as the Leader to shaft the
GM's plot. If he's dropping hints that the group should go to San Francisco, then
deciding to take them to New Orleans instead just &lt;/font&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;out of spite will probably get dice thrown at you.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Conclusions&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That pretty much wraps it up for the Leader. The best I could
do here was a general survey. The topic is complex enough to rate its own series of
columns, but I don't think I'm going to do that.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Like just about everything else, my theories on playing a good
Leader boil down to playing nice with the rest of the group. Of course, sometimes
the Leader has to make hard decisions - but those should be dramatic, done for the
good of the group and the game, not just to annoy another player.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TTFN&lt;/font&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=71dbca81-7035-4766-93b1-4644983e5066" /&gt;</description>
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Welcome back, for the latest installment of problem character
types. Today's topic is one near and dear to my heart: the dreaded Cross-Gender Character.
I may have a hard time writing this one, because I really lack experience in the bad
side. About half the characters I play are female, and a few people I've played with
have played cross-gender characters over the years. In all that time, I've only dealt
with one really annoying guy, and his male characters pissed me off to no end, too.
He was just annoying.</font>
        </p>
        <p>
          <font color="#000000">The classic problems are these: Some players play cross-gender
characters as ridiculous stereotypes with over-the-top falsetto voices or whatever.
Others seem to play cross-gender to indulge juvenile sexual fantasies. And of course,
some do both.</font>
        </p>
        <p>
          <font color="#000000">So the simple answer for this month's problem is "don't do that."</font>
        </p>
        <p>
          <font color="#000000">But leaving it there would make for a very short column. So
let's see if we can go a little deeper.</font>
        </p>
        <p>
          <font color="#000000">(Yeah, I know. I'm sorry. I couldn't help myself.)</font>
        </p>
        <h2>
          <font color="#000000">Question 1: Why?</font>
        </h2>
        <p>
          <font color="#000000">Let's begin with motives. Why play a cross-gender character?
The "Straight" camp generally holds that men can't really understand how to play women,
and vice-versa. Then they look rather uncomfortable when someone asks them how much
insight they have into the minds of nigh-immortal Elves or whatever. But the question
is a good one.</font>
        </p>
        <p>
          <font color="#000000">The simple answer is "because I want to" of course. But we can
head off a lot of trouble if we can get into why someone would want to.</font>
        </p>
        <p>
          <font color="#000000">For me, the answer at first, way back in the ancient days of
High School, was that I didn't really roleplay very well. My characters were pretty
much pieces I moved on the game board. Their only goals were to go on adventures as
laid out by the GM. If I found a cool female miniature, why not play a female character?
There was a seed of the thought that in the stories we were trying (poorly) to emulate,
there were female characters, so we ought to have some in our games, but I doubt I
could have articulated it very well back then.</font>
        </p>
        <p>
          <font color="#000000">Since my High School gaming group was not made up of particularly
mature, or even functional people, there followed some fairly depraved scenes, which
should have really soured me on the subject, but didn't. I suppose it's because back
then I never really identified with one of my characters. I cared if they did well
only to the extent that it was a game.</font>
        </p>
        <p>
          <font color="#000000">But over time, my reasons changed a little bit. I got more adept
at the art of portraying my character, instead of just directing his (or her) movements
on the metaphorical game board. The decision of my character's gender became more
than whim. I was still playing about half female characters, though. And a few years
back, I finally became curious enough to think about why.</font>
        </p>
        <p>
          <font color="#000000">What I determined is that, as far as I can tell, there are two
good ways to make a character. Most gamers who care about more than stats and bonuses
will favor one of the two. Of course, without the other, you're not really gaming,
so there's some pretty heavy crossover.</font>
        </p>
        <p>
          <font color="#000000">Group one is the Actors. These gamers primarily draw on the
skills of acting in their gaming. For an actor, what's really important is the portrayal.
The script is written, and all that remains is to take the words the playwright has
given you and bring them to life. Gamers like this tend to focus on dialogue and mannerism.</font>
        </p>
        <p>
          <font color="#000000">Group two is the Writers. These gamers draw primarily on the
skills of writing in their gaming. For a writer, what's really important is the narrative.
It's at once a deeper and a shallower approach than that used by an actor. A writer
needs to build everything from the ground up. He's going to bring his characters to
life through words, using not just dialogue and description, but also internal monologue
and narration.</font>
        </p>
        <p>
          <font color="#000000">I'm pretty much a "Writer" type gamer, and one of the places
this comes out is in character creation. When the GM proposes a game, and I start
thinking of what I want to play, the question going through my mind isn't "Who do
I want to be?" It's "Who would be a good character for this story?" How I'll actually
play the character once the game begins remains to be seen. (And every so often, the
answer turns out to be "very poorly.")</font>
        </p>
        <p>
          <font color="#000000">As an example, let's take a theoretical Pendragon game. In this
fantasy world, my friend Chris has decided to run Pendragon. (Hint, hint, Chris) And
we start making up characters. Chris tells us it's going to be a somewhat mystical
game, following four cycles of characters through the four stages of the Arthurian
Mythos: pre Arthur, Rise of Arthur, Pax Britania, and post-Mordred. There will be
a kind of Tarot theme, with the Sword (Excalibur), the Staff (the lance of Longinus),
the Cup (the Holy Grail), and the Shield (which I can't remember the name of right
now) each being important in turn.</font>
        </p>
        <p>
          <font color="#000000">I'll start my brainstorming for characters. Always immediately,
the idea of a Roman Knight trying to be nobler than his decadent Empire while preserving
its treasures springs to mind -- but I've done that. A Pagan Knight, powerful and
mysterious, might work. And, cause I've never played one before, I might come up with
an Enchantress, raised in an isolated tower and now sent out on a quest. The idea
with her would be to fill the role of group "magic expert." It would give me the chance
to come up with a cool mystical order, and make up a nifty story about why this contemplative,
soft, fragile creature was sent out into the cold, cruel world. And I'd have a nifty
development path where she has to come to terms with her new environment and find
hidden strength within herself. It'd be fun. And the challenge of playing a relatively
powerless character could be fun, too.</font>
        </p>
        <p>
          <font color="#000000">The character I'd pick amongst those three (and any others I
thought up) would be based pretty much on what the group seemed to need and what the
GM liked. If the GM's eyes light up while you're describing a potential character,
that's probably the one you should play. If he looks uncomfortable or bored… not so
much.</font>
        </p>
        <p>
          <font color="#000000">What inspires me for a character is generally a story, I want
to play a character with a history and personality that leave him (or her) in a dramatic
situation. If the character "works" better as a female, she'll be female. What makes
the character work is just whatever happens to resonate in my imagination. I wonder
to myself if I'd want to read a story about this character, and the ones I answer
"yes" are the ones I present to the GM.</font>
        </p>
        <p>
          <font color="#000000">Of course, that's just my reasons. Other people have different
ones. "Just to try something different" is an acceptable reason if you do a good job.
Playing out your lesbian striper ninja fantasies is probably not, unless your group
doesn't mind. I'm willing to accept that people play in ways I wouldn't enjoy. Just
so long as I don't have to play with them, that's fine with me.</font>
        </p>
        <h2>
          <font color="#000000">Question 2: How?</font>
        </h2>
        <p>
          <font color="#000000">The big question, of course, is how you play a cross-gender
character without annoying your fellow gamers. A lot of people seem to think this
will be very hard. Oddly enough, in the writing circles in which I move, nobody seems
to think it's too impossible to write about characters of the opposite sex. But the
nay-sayers do have a few good points.</font>
        </p>
        <p>
          <font color="#000000">The biggest one is that it can be hard to imagine a slight,
willowy elf-maid in robes of dark green when she is being played by a big, hairy guy
in a Black Hand Gaming Society T-shirt. Of course, it would be hard to imagine the
same guy as a thin, reedy wizard in sable robes, with a gnarled, wooden staff. But
people's tolerances vary. Some people just don't want anything to do with cross-gender
gaming (with an exemption for the GM to include tavern maids or whatever). If you're
playing with some of them, then you'll have to decide what you want to do about it
on your own. I haven't yet encountered a player who cared if <i>other people</i> played
cross-gender characters, but I'd probably forgo the character if I otherwise liked
the group. I've got more characters floating around in my head than I'll ever play.</font>
        </p>
        <p>
          <font color="#000000">I will note, here, that I think the best cross-gender characters
I've ever played have been in PBP or IRC games. The screen of anonymity helps me open
up a little more, and not seeing the other players leaves my imagination nothing but
descriptions to work from.</font>
        </p>
        <p>
          <font color="#000000">The second problem is psychology. How do you portray a character
of the opposite sex?</font>
        </p>
        <p>
          <font color="#000000">In my experience, it's not really that hard. I think one of
my favorite compliments came from the Buffy game where I was playing Juri, the Japanese
schoolgirl vampire hunter. (Yeah, I know. Playing around with the stereotype was part
of the point of the character.) Several sessions in, the wife of another player joined
up. After a few games, she told me that when she'd heard about my character, and that
I was a guy, she was afraid Juri was going to be a stupid caricature. She said she
was pleasantly surprised that I didn't play Juri as some kind of sex-fantasy or cliché,
just as a person.</font>
        </p>
        <p>
          <font color="#000000">So, other than proving that I'm easily pleased, what does this
example say?</font>
        </p>
        <p>
          <font color="#000000">It says mostly that you don't need to emphasize the femininity
or masculinity of your character. Most of our behavior is "gender neutral" at least
to an outside observer. There are a few tags you need to work in. I gave Juri a few
"girly" hobbies, like a collection of Hello Kitty stuff. That also served to sharpen
the contrast of her double life. On one hand, she was a grim vampire hunter, trained
almost from birth. And on the other, she slept under a pink comforter, with a Hello
Kitty Fairy doll.</font>
        </p>
        <p>
          <font color="#000000">Just pick a few typically male or female (as the case may be)
things and try to do one or two every session or so. They don't need to be sexual,
or relate to toilet habits. In fact, it's probably best to skip those since the potential
for unintentional humor is so high. Mention that your tough as nails, old school cop
guy goes to a sports bar. Or describe your female Occult Investigator trying to pick
out the right outfit to meet a contact. (Actually, be careful with that one, too.
Unless you want the parody)</font>
        </p>
        <p>
          <font color="#000000">Steal from TV, movies, or books. Juri was slightly based on
various anime characters, since playing around with the Warrior Girl stereotype was
one of my goals with the character. There's a Star Wars character lurking in the back
of my mind based on Sarah, from CSI. I want to see how the driven, introverted technology
expert works in a group of Rebel agents. (But if Chris decides to run Pendragon instead,
all bets are off, of course)</font>
        </p>
        <p>
          <font color="#000000">You can probably skip any deep psychology and nobody will ever
notice, unless you're playing with profoundly better roleplayers than the ones I know.
(If you are, drop me a line. I might enjoy gaming with you.) John Grey's "Mars and
Venus" books, and a few others, do a good enough job to give you the basics if you're
really interested.</font>
        </p>
        <p>
          <font color="#000000">In general, women are more relationship oriented, and men are
more task-oriented. But those generalities quickly break down in an average roleplaying
setting. Player Characters are hardly typical psychological specimens.</font>
        </p>
        <p>
          <font color="#000000">Most of "How to play Cross-Gender" really boils down to "What
Not to Do."</font>
        </p>
        <ul>
          <li>
            <font color="#000000">DON'T speak in a squeaky falsetto. It's not really all that
funny. </font>
          </li>
          <li>
            <font color="#000000">DON'T go on about how your character does "Girl Stuff" (or Guy
Stuff, I suppose). Just do stuff. There's a game going on. Play it. </font>
          </li>
          <li>
            <font color="#000000">DON'T use your character to play out bizarre sexual fantasies
(unless that's what your whole group is into, I guess). There's a huge world of pornographic
fiction of varying levels of deviance. Lots of it is put up on internet websites,
so you can even have an audience for your brilliant portrayal. Your gaming friends
who are really interested in clearing the Temple of Elemental Evil can log on and
read, too. After the game. </font>
          </li>
        </ul>
        <p>
          <font color="#000000">Which isn't to say that your cross-gender character has to be
straight. The one I'm playing now is a lesbian, mostly because another player thought
a love-affair would be fun to play, and I agreed. The one before that was bi-sexual
because she had some pretty severe psychological scars. Sex scenes were far less important
to the game than the aftereffects of her self-inflicted degradation. But in both cases,
there were reasons that made the game as a whole better. I didn't just choose it for
titillation value.</font>
        </p>
        <h2>
          <font color="#000000">Conclusions</font>
        </h2>
        <p>
          <font color="#000000">Well, more "summation."</font>
        </p>
        <p>
          <font color="#000000">Playing cross-gender is not as scary as some people think it
is, but to do it well does require a little maturity. I guess the big factors are
(a) have a good reason, and (b) do a good job.</font>
        </p>
        <p>
          <font color="#000000">The first part is about your motives. Everything you do as a
player should be aimed toward making the game more fun, both for yourself and for
the other players. What constitutes "more fun" will vary from group to group. But
in general, flat, or laughable character concepts aren't going to make most games
better. If your big hook is that your character is "a chick," you're probably on the
wrong track if you're part of my target audience.</font>
        </p>
        <p>
          <font color="#000000">(There's a large swath of gamers who aren't, and who are very
happy that way. If you're one of them, Game ON! But not much of what I say will be
helpful to you)</font>
        </p>
        <p>
          <font color="#000000">The second part is about your execution. Once again, you're
supposed to be making the game fun. If you can't play a given character in a way that
really entertains the other players -- AND the GM <i>in an way appropriate to the
campaign</i>, it's probably not a good idea. But if you can, then it probably is.
I've played some really good characters who just wouldn't have been as good if they
were male. Unless your game is set in Amazonia, you can't do a male Joan of Arc type
character, you know?</font>
        </p>
        <p>
          <font color="#000000">So anyway, that's it for this time. Next up will either be "Comic
Relief" if my buddy Chris has time to help me, or I might wrap this series up with
"The Leader." </font>
        </p>
        <p>
          <font color="#000000">Unless I change my mind.</font>
        </p>
        <p>
          <font color="#000000">See you next time.</font>
        </p>
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      </body>
      <title>Dude Looks Like a Lady</title>
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      <pubDate>Wed, 18 Aug 2004 16:41:42 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back, for the latest installment of problem character
types. Today's topic is one near and dear to my heart: the dreaded Cross-Gender Character.
I may have a hard time writing this one, because I really lack experience in the bad
side. About half the characters I play are female, and a few people I've played with
have played cross-gender characters over the years. In all that time, I've only dealt
with one really annoying guy, and his male characters pissed me off to no end, too.
He was just annoying.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The classic problems are these: Some players play cross-gender
characters as ridiculous stereotypes with over-the-top falsetto voices or whatever.
Others seem to play cross-gender to indulge juvenile sexual fantasies. And of course,
some do both.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So the simple answer for this month's problem is "don't do that."&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But leaving it there would make for a very short column. So let's
see if we can go a little deeper.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(Yeah, I know. I'm sorry. I couldn't help myself.)&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Question 1: Why?&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Let's begin with motives. Why play a cross-gender character? The
"Straight" camp generally holds that men can't really understand how to play women,
and vice-versa. Then they look rather uncomfortable when someone asks them how much
insight they have into the minds of nigh-immortal Elves or whatever. But the question
is a good one.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The simple answer is "because I want to" of course. But we can
head off a lot of trouble if we can get into why someone would want to.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;For me, the answer at first, way back in the ancient days of High
School, was that I didn't really roleplay very well. My characters were pretty much
pieces I moved on the game board. Their only goals were to go on adventures as laid
out by the GM. If I found a cool female miniature, why not play a female character?
There was a seed of the thought that in the stories we were trying (poorly) to emulate,
there were female characters, so we ought to have some in our games, but I doubt I
could have articulated it very well back then.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Since my High School gaming group was not made up of particularly
mature, or even functional people, there followed some fairly depraved scenes, which
should have really soured me on the subject, but didn't. I suppose it's because back
then I never really identified with one of my characters. I cared if they did well
only to the extent that it was a game.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But over time, my reasons changed a little bit. I got more adept
at the art of portraying my character, instead of just directing his (or her) movements
on the metaphorical game board. The decision of my character's gender became more
than whim. I was still playing about half female characters, though. And a few years
back, I finally became curious enough to think about why.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;What I determined is that, as far as I can tell, there are two
good ways to make a character. Most gamers who care about more than stats and bonuses
will favor one of the two. Of course, without the other, you're not really gaming,
so there's some pretty heavy crossover.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Group one is the Actors. These gamers primarily draw on the skills
of acting in their gaming. For an actor, what's really important is the portrayal.
The script is written, and all that remains is to take the words the playwright has
given you and bring them to life. Gamers like this tend to focus on dialogue and mannerism.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Group two is the Writers. These gamers draw primarily on the skills
of writing in their gaming. For a writer, what's really important is the narrative.
It's at once a deeper and a shallower approach than that used by an actor. A writer
needs to build everything from the ground up. He's going to bring his characters to
life through words, using not just dialogue and description, but also internal monologue
and narration.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I'm pretty much a "Writer" type gamer, and one of the places this
comes out is in character creation. When the GM proposes a game, and I start thinking
of what I want to play, the question going through my mind isn't "Who do I want to
be?" It's "Who would be a good character for this story?" How I'll actually play the
character once the game begins remains to be seen. (And every so often, the answer
turns out to be "very poorly.")&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;As an example, let's take a theoretical Pendragon game. In this
fantasy world, my friend Chris has decided to run Pendragon. (Hint, hint, Chris) And
we start making up characters. Chris tells us it's going to be a somewhat mystical
game, following four cycles of characters through the four stages of the Arthurian
Mythos: pre Arthur, Rise of Arthur, Pax Britania, and post-Mordred. There will be
a kind of Tarot theme, with the Sword (Excalibur), the Staff (the lance of Longinus),
the Cup (the Holy Grail), and the Shield (which I can't remember the name of right
now) each being important in turn.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I'll start my brainstorming for characters. Always immediately,
the idea of a Roman Knight trying to be nobler than his decadent Empire while preserving
its treasures springs to mind -- but I've done that. A Pagan Knight, powerful and
mysterious, might work. And, cause I've never played one before, I might come up with
an Enchantress, raised in an isolated tower and now sent out on a quest. The idea
with her would be to fill the role of group "magic expert." It would give me the chance
to come up with a cool mystical order, and make up a nifty story about why this contemplative,
soft, fragile creature was sent out into the cold, cruel world. And I'd have a nifty
development path where she has to come to terms with her new environment and find
hidden strength within herself. It'd be fun. And the challenge of playing a relatively
powerless character could be fun, too.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The character I'd pick amongst those three (and any others I thought
up) would be based pretty much on what the group seemed to need and what the GM liked.
If the GM's eyes light up while you're describing a potential character, that's probably
the one you should play. If he looks uncomfortable or bored… not so much.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;What inspires me for a character is generally a story, I want
to play a character with a history and personality that leave him (or her) in a dramatic
situation. If the character "works" better as a female, she'll be female. What makes
the character work is just whatever happens to resonate in my imagination. I wonder
to myself if I'd want to read a story about this character, and the ones I answer
"yes" are the ones I present to the GM.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Of course, that's just my reasons. Other people have different
ones. "Just to try something different" is an acceptable reason if you do a good job.
Playing out your lesbian striper ninja fantasies is probably not, unless your group
doesn't mind. I'm willing to accept that people play in ways I wouldn't enjoy. Just
so long as I don't have to play with them, that's fine with me.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Question 2: How?&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The big question, of course, is how you play a cross-gender character
without annoying your fellow gamers. A lot of people seem to think this will be very
hard. Oddly enough, in the writing circles in which I move, nobody seems to think
it's too impossible to write about characters of the opposite sex. But the nay-sayers
do have a few good points.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The biggest one is that it can be hard to imagine a slight, willowy
elf-maid in robes of dark green when she is being played by a big, hairy guy in a
Black Hand Gaming Society T-shirt. Of course, it would be hard to imagine the same
guy as a thin, reedy wizard in sable robes, with a gnarled, wooden staff. But people's
tolerances vary. Some people just don't want anything to do with cross-gender gaming
(with an exemption for the GM to include tavern maids or whatever). If you're playing
with some of them, then you'll have to decide what you want to do about it on your
own. I haven't yet encountered a player who cared if &lt;i&gt;other people&lt;/i&gt; played cross-gender
characters, but I'd probably forgo the character if I otherwise liked the group. I've
got more characters floating around in my head than I'll ever play.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I will note, here, that I think the best cross-gender characters
I've ever played have been in PBP or IRC games. The screen of anonymity helps me open
up a little more, and not seeing the other players leaves my imagination nothing but
descriptions to work from.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The second problem is psychology. How do you portray a character
of the opposite sex?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In my experience, it's not really that hard. I think one of my
favorite compliments came from the Buffy game where I was playing Juri, the Japanese
schoolgirl vampire hunter. (Yeah, I know. Playing around with the stereotype was part
of the point of the character.) Several sessions in, the wife of another player joined
up. After a few games, she told me that when she'd heard about my character, and that
I was a guy, she was afraid Juri was going to be a stupid caricature. She said she
was pleasantly surprised that I didn't play Juri as some kind of sex-fantasy or cliché,
just as a person.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, other than proving that I'm easily pleased, what does this
example say?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;It says mostly that you don't need to emphasize the femininity
or masculinity of your character. Most of our behavior is "gender neutral" at least
to an outside observer. There are a few tags you need to work in. I gave Juri a few
"girly" hobbies, like a collection of Hello Kitty stuff. That also served to sharpen
the contrast of her double life. On one hand, she was a grim vampire hunter, trained
almost from birth. And on the other, she slept under a pink comforter, with a Hello
Kitty Fairy doll.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Just pick a few typically male or female (as the case may be)
things and try to do one or two every session or so. They don't need to be sexual,
or relate to toilet habits. In fact, it's probably best to skip those since the potential
for unintentional humor is so high. Mention that your tough as nails, old school cop
guy goes to a sports bar. Or describe your female Occult Investigator trying to pick
out the right outfit to meet a contact. (Actually, be careful with that one, too.
Unless you want the parody)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Steal from TV, movies, or books. Juri was slightly based on various
anime characters, since playing around with the Warrior Girl stereotype was one of
my goals with the character. There's a Star Wars character lurking in the back of
my mind based on Sarah, from CSI. I want to see how the driven, introverted technology
expert works in a group of Rebel agents. (But if Chris decides to run Pendragon instead,
all bets are off, of course)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;You can probably skip any deep psychology and nobody will ever
notice, unless you're playing with profoundly better roleplayers than the ones I know.
(If you are, drop me a line. I might enjoy gaming with you.) John Grey's "Mars and
Venus" books, and a few others, do a good enough job to give you the basics if you're
really interested.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In general, women are more relationship oriented, and men are
more task-oriented. But those generalities quickly break down in an average roleplaying
setting. Player Characters are hardly typical psychological specimens.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Most of "How to play Cross-Gender" really boils down to "What
Not to Do."&lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;DON'T speak in a squeaky falsetto. It's not really all that funny. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;DON'T go on about how your character does "Girl Stuff" (or Guy
Stuff, I suppose). Just do stuff. There's a game going on. Play it. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;DON'T use your character to play out bizarre sexual fantasies
(unless that's what your whole group is into, I guess). There's a huge world of pornographic
fiction of varying levels of deviance. Lots of it is put up on internet websites,
so you can even have an audience for your brilliant portrayal. Your gaming friends
who are really interested in clearing the Temple of Elemental Evil can log on and
read, too. After the game. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Which isn't to say that your cross-gender character has to be
straight. The one I'm playing now is a lesbian, mostly because another player thought
a love-affair would be fun to play, and I agreed. The one before that was bi-sexual
because she had some pretty severe psychological scars. Sex scenes were far less important
to the game than the aftereffects of her self-inflicted degradation. But in both cases,
there were reasons that made the game as a whole better. I didn't just choose it for
titillation value.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Conclusions&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Well, more "summation."&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Playing cross-gender is not as scary as some people think it is,
but to do it well does require a little maturity. I guess the big factors are (a)
have a good reason, and (b) do a good job.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The first part is about your motives. Everything you do as a player
should be aimed toward making the game more fun, both for yourself and for the other
players. What constitutes "more fun" will vary from group to group. But in general,
flat, or laughable character concepts aren't going to make most games better. If your
big hook is that your character is "a chick," you're probably on the wrong track if
you're part of my target audience.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(There's a large swath of gamers who aren't, and who are very
happy that way. If you're one of them, Game ON! But not much of what I say will be
helpful to you)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The second part is about your execution. Once again, you're supposed
to be making the game fun. If you can't play a given character in a way that really
entertains the other players -- AND the GM &lt;i&gt;in an way appropriate to the campaign&lt;/i&gt;,
it's probably not a good idea. But if you can, then it probably is. I've played some
really good characters who just wouldn't have been as good if they were male. Unless
your game is set in Amazonia, you can't do a male Joan of Arc type character, you
know?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So anyway, that's it for this time. Next up will either be "Comic
Relief" if my buddy Chris has time to help me, or I might wrap this series up with
"The Leader." &lt;/font&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Unless I change my mind.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;See you next time.&lt;/font&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=dda19c55-9fda-4ae7-9b8a-a70e04801579" /&gt;</description>
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">"It is the very error of the moon,<br />
She comes more near the earth than she was wont,<br />
And makes men mad." --William Shakespeare (Othello: act 5, sc. 2)</font>
        </p>
        <p>
          <font color="#000000">That's right, kiddies. This time out, we're talking about Lunacy.
Psychosis. Madness.</font>
        </p>
        <p>
          <font color="#000000">In literature, film, and drama, madness is a powerful device.
The insane are sometimes frightening, sometimes comical, and often believed to have
insights that escape those bound by rational thought.</font>
        </p>
        <p>
          <font color="#000000">And where popular culture goes, gaming follows. So characters
afflicted with madness in one form or another have been around for a long time. They
can be exciting, interesting, compelling, frightening... or really annoying. All too
often, the ones I've encountered fall into the last category. Players use "my character
is insane" as an excuse to be disruptive, or just lack the comedic or dramatic skills
to pull off what could otherwise be a fun character.</font>
        </p>
        <p>
          <font color="#000000">Seeing it done wrong many times, and right a very shining few,
has led me to try my hand at playing a few characters with varying degrees of insanity,
and to think quite a bit about what works and what doesn't.</font>
        </p>
        <p>
          <font color="#000000">My two best example characters are Cordelia Hawkwood, and Piper.</font>
        </p>
        <p>
          <font color="#000000">Cordie was a Hawkwood noble in a Fading Suns game, but her father
engaged in illegal experimentation on her in the womb to produce psychic powers. In
Fading Suns, all psychics have a Stigmata, some manifestation of their power that
they have trouble hiding. Cordie's was that she constantly heard voices - not whispering
secrets in her ear or telling her everyone was a demon - just talking. She was a telepath,
and she believed the problem was that she could never quite shut off her telepathy,
so she was bombarded by the psychobabble of everyone around her. (As it turned out,
she was wrong, because Larry is a cool GM)</font>
        </p>
        <p>
          <font color="#000000">Piper was my attempt to play the loony toon Malkavian character
in a VLARP and have it be really good. He wore a funny hat and a beat up jacket covered
in buttons with clever slogans on them. He never talked, only pantomimed, and played
a flute rather badly (a skill I possess in real life). What made him fun was that
his lunacy was all a sham. He really was a Malkavian, but his actual derangement was
that he went into catatonic withdrawal under stress. Acting like a harmless clown
was the consummate defense. Everyone underestimated him. </font>
        </p>
        <p>
          <font color="#000000">Both of these went over pretty well. I've had a few others go...
not so well, but they were either altered pretty soon or retired mercifully. And I've
seen many more.</font>
        </p>
        <p>
          <font color="#000000">So, tell me about your mother... er... I mean, let's begin:</font>
        </p>
        <p>
          <font color="#000000">First, a brief disclaimer: I am not a psychologist, psychiatrist,
or any other form of mental health professional. I have taken exactly one psychology
course, and that was a long time ago. So this is not going to be particularly accurate
in a scholarly sense. I'm not planning to discuss much real psychology, though. What
we're talking about here is "Literary Madness," insanity as it is portrayed in literature,
movies, etc...</font>
        </p>
        <p>
          <font color="#000000">Freud said wherever psychology went, literature would have gotten
there first, so we've got dibs.</font>
        </p>
        <h2>
          <font color="#000000">What's Your Damage?</font>
        </h2>
        <p>
          <font color="#000000">The first thing to determine if you're going to play a crazy
character is why your character is crazy in the first place. In the real world, insanity
tends to rise from maltreatment in childhood, severe stress, and/or an imbalance of
chemicals in the brain leading to "mis-processing" of sensory information. Once you've
opened the door to fantasy and science fiction, there can be many more reasons, though.</font>
        </p>
        <p>
          <font color="#000000">This is the simplest step, but should not be taken too lightly.
If you're playing a truly insane character, instead of one who just has a few quirks,
then whatever drove him over the edge is a, if not the, defining thing in his life.
Hamlet was driven mad (or perhaps not) by the awful truth revealed to him by the ghost
of his father. Jesus and his apostles fairly regularly cast demons out of people who
we would probably now diagnose as having Multiple Personality Disorder. Hanibal Lector...
actually, I don't know what was up with Hanibal Lector. Those movies creep me the
hell out.</font>
        </p>
        <p>
          <font color="#000000">If you're playing a realistic game, the cause of your character's
madness will help determine its type. The ever popular Multiple Personality Disorder
(unless there have been exciting new discoveries since the last time I browsed a work
on psychology) arises in people who were profoundly traumatized as children, and lost
all ability to trust anyone around them. Schizophrenia is the result of brain-chemical
imbalance, and tends to run in families. Sociopath (or maybe they're calling it something
else these days. Narcissistic personality disorder? Something like that) is usually
the result of childhood abuse.</font>
        </p>
        <p>
          <font color="#000000">In a fantastic game, all bets are off. Demonic possession, alien
experimentation, gypsy curses, almost anything goes.</font>
        </p>
        <p>
          <font color="#000000">Besides telling you how your character is insane, knowing the
root cause will tell you how he might be returned to sanity if that's your goal. Real
mental maladies can often be treated with drugs and therapy. Demonic possession is
a little trickier sometimes.</font>
        </p>
        <p>
          <font color="#000000">Of course, you might not want your character cured at all. But
even so, knowing the source of his madness will help you play him. A crazy Seer touched
by the elfshot will have certain motifs you can play out.</font>
        </p>
        <h2>
          <font color="#000000">Accounts of Madness</font>
        </h2>
        <p>
          <font color="#000000">After the cause comes the effect. As I said before, this article
is not going to be particularly scholarly. I'm going to just divide up various insanities
into broad categories and discuss the play effects of each.</font>
        </p>
        <p>
          <font color="#000000">Neurosis - phobias, minor quirks, general weirdness. Neurotic
characters are generally not dangerously violent. They instead have certain inhibitions
in social situations. One of the coolest examples in modern culture is the TV detective
Monk, who is the OCD poster boy. He has an incredible fear of grime and disorder.
Other than that, he's fine. But "that" makes him a basket case.</font>
        </p>
        <p>
          <font color="#000000">Almost all people have a little bit of neurosis. Playing a character
with more can be fun. It's usually more for comic effect than as a serious hindrance
or a major source of drama.</font>
        </p>
        <p>
          <font color="#000000">A little unfairly, I'm also going to lump in stuff like manic-depression
here - perfectly normal traits magnified out of proportion. The "real" effects are
a lot different, of course, but in play they tend to have a similar effect on character
dynamics. A manic depressive character will have trouble dealing with the world, but
won't really be considered Insane (with a capital "I"), just kind of weird.</font>
        </p>
        <p>
          <font color="#000000">Psychosis - getting into scary territory here. The world, as
interpreted by a Psychotic's senses, is different than the real world. He might hear
voices that aren't there, or see things differently than they really are. Don Quixote,
tilting at windmills, could be described as a psychotic. (albeit a pretty harmless
one).</font>
        </p>
        <p>
          <font color="#000000">This delusional madness is incredibly compelling for literature.
The characters are interesting to observe and interact with. It's a challenge to figure
out the psychotic's frame of reference so you can understand what he's saying. Throw
in just a hint of fantasy, and it gets really fun. Maybe he really does see ghosts
or faeries.</font>
        </p>
        <p>
          <font color="#000000">You can play this one just about any way you want. The delusions
can be funny, poignant, mysterious, or scary.</font>
        </p>
        <p>
          <font color="#000000">Sociopath - (I believe this term has fallen out of vogue these
days, but I like it, so I'm using it anyway). The sociopath is, mostly, perfectly
sane except for one little thing: a lack of compassion. He might act nice, warm, and
caring, but in reality the only person he cares about is himself. He is probably very
smart (stupid sociopaths are usually just called bullies). This makes him all the
more dangerous, because there is nothing he won't do if he thinks it will get him
what he wants.</font>
        </p>
        <p>
          <font color="#000000">Sociopaths are dangerous characters. In the right game, they'd
be fine. (In a lot of games, everyone's a sociopath, of course. In which case this
advice is irrelevant). But most of the games I've played in had an informal social
contract that said the PCs were all on the same "side." They might not like each other
much, but they'd cooperate at least a little bit - and instances of player vs. player
conflict would be limited. A sociopath changes all that. Played properly, he really
has no loyalty at all to the group, and no conscience or code of honor to stop him
from knifing another PC in the back if he thinks he can get away with it. And worse
yet, he'd do it without any foreshadowing to warn the other player. While that's perfectly
realistic, it's not very nice for what is otherwise a friendly social activity.</font>
        </p>
        <p>
          <font color="#000000">Multiple Personality Disorder - A much more rare disorder in
real life than in literature, MPD means just what it says: one brain holds multiple,
distinct personalities. They might all know each other, or they might not. Generally
(probably more in literature than in real life) one personality is fairly "normal."
and the others are more aberrant. They might be expressions of different aspects of
the core personality, or totally unrelated constructs. Some of them might not even
be human.</font>
        </p>
        <p>
          <font color="#000000">MPD can be a lot of fun to play. If nothing else, there's variety.
I haven't yet had the chance to play my MPD superheroine, Reliquary. Her power absorbs
the consciousness of anyone who dies within a few yards of her, so her mind is host
to several personalities - some of which are quite strong-willed. I'm really looking
forward to the opportunity some day.</font>
        </p>
        <p>
          <font color="#000000">Autism - not really an insanity, but worth mentioning here.
Autistics have difficulty relating to the outside world, using language, and accepting
change. There is a broad spectrum of Autistic disorders. Characters on the low end
are just somewhat eccentric. But on the far end, things get exciting. An Autistic
Savant could be an interesting character, if you can keep him playable. It would be
a good idea to have another player helping you out as your character's caregiver.</font>
        </p>
        <p>
          <font color="#000000">Developmental Delay - AKA Mental Retardation. Also not really
insanity, but it could be interesting. Lenny, from <i>Of Mice and Men</i> is a classic
literary example. His vast physical power was made tragic and monstrous by his feeblemindedness.</font>
        </p>
        <p>
          <font color="#000000">Alien - The last "not really insane" type, and in fact the last
one I'm going to define right now. Alien characters are perfectly sane for their species,
but have a different outlook than normal humans. A classic example from the ancient
days of gaming (the 80's) is the Kender: a race of short, cute little people utterly
without fear, and with uncontrollable curiosity.</font>
        </p>
        <h2>
          <font color="#000000">North by Northwest</font>
        </h2>
        <p>
          <font color="#000000">Ok, you know the "Why" and the "How," so it's time for the "What."
Once you've figured out your character's derangement, you have to put it into practice.</font>
        </p>
        <p>
          <font color="#000000">Broadly, there are two ways to play an insane character: seriously,
or humorously. There is also a third way: disruptively, but most people who play that
way will argue vociferously that they're actually playing one of the other two, and
the other players are just mean ole' jerks with no appreciation for good roleplaying.</font>
        </p>
        <p>
          <font color="#000000">Played for laughs - Insane characters are funny. Just think
about Daffy Duck, particularly in his early, kidna freaky incarnation. They're wild
and unpredictable. The problem is, they're hard to bring off. "Dying is easy, comedy
is hard," as they say. I've seen more disruptive loony characters than I have ones
I really wanted to share a game with. The most common symptom is that the kook constantly
annoys the other PCs with his childish behavior, random outbursts, or whatever - then
when the other players are fed up, the kook's player falls back on the "I was just
playing my character" defense.</font>
        </p>
        <p>
          <font color="#000000">To pull this character off, you've got to walk a narrow line.
Too little, and he's not really the character you want. Too much, and he's messing
up everyone else's fun. My friend Chris gave me the following advice while we were
discussing this: "remember, your job is to amuse the rest of the players, not yourself."
Obviously, that doesn't mean you <i>shouldn't</i> be amused, but your goal is to be
comic relief, not comic torture.</font>
        </p>
        <p>
          <font color="#000000">I think the trick is to work your portrayal so the character
is a little "off" most of the time, and just goes spilling over the edge into complete
lunacy every once in a while. Then you try to time those outbursts (maybe one in a
long session) for times when they'll make the game more dramatic or more fun, rather
than just when they'll be the most disruptive to everyone. And be ready for cues from
the other players that you need to rope it in a little.</font>
        </p>
        <p>
          <font color="#000000">Unless you're really playing an adversarial game, you probably
don't want to ruin the other PCs plans, just to make them more... interesting. So
the classic Malkavian with a cream pie probably shouldn't <i>really</i> throw it at
the Prince. But he should keep edging toward it, maybe pick it up and weigh it in
his hands once. But one of the other PCs is ready to smoothly take it away.</font>
        </p>
        <p>
          <font color="#000000">Serious portrayal of insanity is probably harder, in some ways.
But once you get the basics down, at least comedic timing isn't as much of an issue.
An insane character played seriously is more dramatic. He has a built-in struggle
he has to face above and beyond what everyone else does. Almost by definition, he's
struggling to make sense of an insane world.</font>
        </p>
        <p>
          <font color="#000000">The challenge for the player is to figure out how the character's
aberrant psychology interacts with the world around him. Someone with schizophrenic
delusions constructs an elaborate fantasy world that could be completely alien, or
might be only subtly different than the real world. Someone with multiple personalities
has a reason for being that way. Something besides random chance might trigger the
changes. Certain personalities would emerge in response to certain needs.</font>
        </p>
        <p>
          <font color="#000000">You don't need to base your portrayal on textbook psychology.
(If you're a psychologist, go for it, though. That could be cool) Literature is a
much better guide. Rather than responding to misfiring neurons or chemicals, your
character's madness can respond to narrative necessity. The strange and terrible insights
of the mad, while not very realistic, are very literary.</font>
        </p>
        <p>
          <font color="#000000">That basic advice holds for any of the concepts I've presented
here. You want to keep two factors roughly in balance, your character's psychology
(be it insane or alien, or just a little odd) and the needs of the game. Where they
conflict, in general the needs of the game win. Fortunately, the game doesn't need
a whole lot. If you're not actively dragging it down, you're probably doing fine.</font>
        </p>
        <p>
          <font color="#000000">Working with the GM would be a good idea. Something so terrible
that it drove your character mad is probably worth working into the back story. A
paranoid delusion about alien abductions that just happens to coincide with an illegal
government operation could be fun.</font>
        </p>
        <p>
          <font color="#000000">And even though we're talking serious here, don't be afraid
of a little humor once in a while, if it fits your character.</font>
        </p>
        <h2>
          <font color="#000000">Conclusions</font>
        </h2>
        <p>
          <font color="#000000">Well, that's all the time we have kiddies. This column covered
material I've talked about previously. Indeed, a lot of this series seems to be.</font>
        </p>
        <p>
          <font color="#000000">Next on the hit parade will be one of two things: Comic Relief,
or the dreaded Cross-Gender Character. See you then.</font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=f3ad589c-8ba8-4e6d-8474-a62706ac046c" />
      </body>
      <title>The Error of the Moon</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,f3ad589c-8ba8-4e6d-8474-a62706ac046c.aspx</guid>
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      <pubDate>Thu, 24 Jun 2004 16:40:23 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;"It is the very error of the moon,&lt;br&gt;
She comes more near the earth than she was wont,&lt;br&gt;
And makes men mad." --William Shakespeare (Othello: act 5, sc. 2)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That's right, kiddies. This time out, we're talking about Lunacy.
Psychosis. Madness.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In literature, film, and drama, madness is a powerful device.
The insane are sometimes frightening, sometimes comical, and often believed to have
insights that escape those bound by rational thought.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;And where popular culture goes, gaming follows. So characters
afflicted with madness in one form or another have been around for a long time. They
can be exciting, interesting, compelling, frightening... or really annoying. All too
often, the ones I've encountered fall into the last category. Players use "my character
is insane" as an excuse to be disruptive, or just lack the comedic or dramatic skills
to pull off what could otherwise be a fun character.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Seeing it done wrong many times, and right a very shining few,
has led me to try my hand at playing a few characters with varying degrees of insanity,
and to think quite a bit about what works and what doesn't.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;My two best example characters are Cordelia Hawkwood, and Piper.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Cordie was a Hawkwood noble in a Fading Suns game, but her father
engaged in illegal experimentation on her in the womb to produce psychic powers. In
Fading Suns, all psychics have a Stigmata, some manifestation of their power that
they have trouble hiding. Cordie's was that she constantly heard voices - not whispering
secrets in her ear or telling her everyone was a demon - just talking. She was a telepath,
and she believed the problem was that she could never quite shut off her telepathy,
so she was bombarded by the psychobabble of everyone around her. (As it turned out,
she was wrong, because Larry is a cool GM)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Piper was my attempt to play the loony toon Malkavian character
in a VLARP and have it be really good. He wore a funny hat and a beat up jacket covered
in buttons with clever slogans on them. He never talked, only pantomimed, and played
a flute rather badly (a skill I possess in real life). What made him fun was that
his lunacy was all a sham. He really was a Malkavian, but his actual derangement was
that he went into catatonic withdrawal under stress. Acting like a harmless clown
was the consummate defense. Everyone underestimated him. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Both of these went over pretty well. I've had a few others go...
not so well, but they were either altered pretty soon or retired mercifully. And I've
seen many more.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, tell me about your mother... er... I mean, let's begin:&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;First, a brief disclaimer: I am not a psychologist, psychiatrist,
or any other form of mental health professional. I have taken exactly one psychology
course, and that was a long time ago. So this is not going to be particularly accurate
in a scholarly sense. I'm not planning to discuss much real psychology, though. What
we're talking about here is "Literary Madness," insanity as it is portrayed in literature,
movies, etc...&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Freud said wherever psychology went, literature would have gotten
there first, so we've got dibs.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;What's Your Damage?&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The first thing to determine if you're going to play a crazy character
is why your character is crazy in the first place. In the real world, insanity tends
to rise from maltreatment in childhood, severe stress, and/or an imbalance of chemicals
in the brain leading to "mis-processing" of sensory information. Once you've opened
the door to fantasy and science fiction, there can be many more reasons, though.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This is the simplest step, but should not be taken too lightly.
If you're playing a truly insane character, instead of one who just has a few quirks,
then whatever drove him over the edge is a, if not the, defining thing in his life.
Hamlet was driven mad (or perhaps not) by the awful truth revealed to him by the ghost
of his father. Jesus and his apostles fairly regularly cast demons out of people who
we would probably now diagnose as having Multiple Personality Disorder. Hanibal Lector...
actually, I don't know what was up with Hanibal Lector. Those movies creep me the
hell out.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If you're playing a realistic game, the cause of your character's
madness will help determine its type. The ever popular Multiple Personality Disorder
(unless there have been exciting new discoveries since the last time I browsed a work
on psychology) arises in people who were profoundly traumatized as children, and lost
all ability to trust anyone around them. Schizophrenia is the result of brain-chemical
imbalance, and tends to run in families. Sociopath (or maybe they're calling it something
else these days. Narcissistic personality disorder? Something like that) is usually
the result of childhood abuse.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In a fantastic game, all bets are off. Demonic possession, alien
experimentation, gypsy curses, almost anything goes.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Besides telling you how your character is insane, knowing the
root cause will tell you how he might be returned to sanity if that's your goal. Real
mental maladies can often be treated with drugs and therapy. Demonic possession is
a little trickier sometimes.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Of course, you might not want your character cured at all. But
even so, knowing the source of his madness will help you play him. A crazy Seer touched
by the elfshot will have certain motifs you can play out.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Accounts of Madness&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;After the cause comes the effect. As I said before, this article
is not going to be particularly scholarly. I'm going to just divide up various insanities
into broad categories and discuss the play effects of each.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Neurosis - phobias, minor quirks, general weirdness. Neurotic
characters are generally not dangerously violent. They instead have certain inhibitions
in social situations. One of the coolest examples in modern culture is the TV detective
Monk, who is the OCD poster boy. He has an incredible fear of grime and disorder.
Other than that, he's fine. But "that" makes him a basket case.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Almost all people have a little bit of neurosis. Playing a character
with more can be fun. It's usually more for comic effect than as a serious hindrance
or a major source of drama.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A little unfairly, I'm also going to lump in stuff like manic-depression
here - perfectly normal traits magnified out of proportion. The "real" effects are
a lot different, of course, but in play they tend to have a similar effect on character
dynamics. A manic depressive character will have trouble dealing with the world, but
won't really be considered Insane (with a capital "I"), just kind of weird.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Psychosis - getting into scary territory here. The world, as interpreted
by a Psychotic's senses, is different than the real world. He might hear voices that
aren't there, or see things differently than they really are. Don Quixote, tilting
at windmills, could be described as a psychotic. (albeit a pretty harmless one).&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This delusional madness is incredibly compelling for literature.
The characters are interesting to observe and interact with. It's a challenge to figure
out the psychotic's frame of reference so you can understand what he's saying. Throw
in just a hint of fantasy, and it gets really fun. Maybe he really does see ghosts
or faeries.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;You can play this one just about any way you want. The delusions
can be funny, poignant, mysterious, or scary.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Sociopath - (I believe this term has fallen out of vogue these
days, but I like it, so I'm using it anyway). The sociopath is, mostly, perfectly
sane except for one little thing: a lack of compassion. He might act nice, warm, and
caring, but in reality the only person he cares about is himself. He is probably very
smart (stupid sociopaths are usually just called bullies). This makes him all the
more dangerous, because there is nothing he won't do if he thinks it will get him
what he wants.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Sociopaths are dangerous characters. In the right game, they'd
be fine. (In a lot of games, everyone's a sociopath, of course. In which case this
advice is irrelevant). But most of the games I've played in had an informal social
contract that said the PCs were all on the same "side." They might not like each other
much, but they'd cooperate at least a little bit - and instances of player vs. player
conflict would be limited. A sociopath changes all that. Played properly, he really
has no loyalty at all to the group, and no conscience or code of honor to stop him
from knifing another PC in the back if he thinks he can get away with it. And worse
yet, he'd do it without any foreshadowing to warn the other player. While that's perfectly
realistic, it's not very nice for what is otherwise a friendly social activity.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Multiple Personality Disorder - A much more rare disorder in real
life than in literature, MPD means just what it says: one brain holds multiple, distinct
personalities. They might all know each other, or they might not. Generally (probably
more in literature than in real life) one personality is fairly "normal." and the
others are more aberrant. They might be expressions of different aspects of the core
personality, or totally unrelated constructs. Some of them might not even be human.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;MPD can be a lot of fun to play. If nothing else, there's variety.
I haven't yet had the chance to play my MPD superheroine, Reliquary. Her power absorbs
the consciousness of anyone who dies within a few yards of her, so her mind is host
to several personalities - some of which are quite strong-willed. I'm really looking
forward to the opportunity some day.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Autism - not really an insanity, but worth mentioning here. Autistics
have difficulty relating to the outside world, using language, and accepting change.
There is a broad spectrum of Autistic disorders. Characters on the low end are just
somewhat eccentric. But on the far end, things get exciting. An Autistic Savant could
be an interesting character, if you can keep him playable. It would be a good idea
to have another player helping you out as your character's caregiver.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Developmental Delay - AKA Mental Retardation. Also not really
insanity, but it could be interesting. Lenny, from &lt;i&gt;Of Mice and Men&lt;/i&gt; is a classic
literary example. His vast physical power was made tragic and monstrous by his feeblemindedness.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Alien - The last "not really insane" type, and in fact the last
one I'm going to define right now. Alien characters are perfectly sane for their species,
but have a different outlook than normal humans. A classic example from the ancient
days of gaming (the 80's) is the Kender: a race of short, cute little people utterly
without fear, and with uncontrollable curiosity.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;North by Northwest&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Ok, you know the "Why" and the "How," so it's time for the "What."
Once you've figured out your character's derangement, you have to put it into practice.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Broadly, there are two ways to play an insane character: seriously,
or humorously. There is also a third way: disruptively, but most people who play that
way will argue vociferously that they're actually playing one of the other two, and
the other players are just mean ole' jerks with no appreciation for good roleplaying.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Played for laughs - Insane characters are funny. Just think about
Daffy Duck, particularly in his early, kidna freaky incarnation. They're wild and
unpredictable. The problem is, they're hard to bring off. "Dying is easy, comedy is
hard," as they say. I've seen more disruptive loony characters than I have ones I
really wanted to share a game with. The most common symptom is that the kook constantly
annoys the other PCs with his childish behavior, random outbursts, or whatever - then
when the other players are fed up, the kook's player falls back on the "I was just
playing my character" defense.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;To pull this character off, you've got to walk a narrow line.
Too little, and he's not really the character you want. Too much, and he's messing
up everyone else's fun. My friend Chris gave me the following advice while we were
discussing this: "remember, your job is to amuse the rest of the players, not yourself."
Obviously, that doesn't mean you &lt;i&gt;shouldn't&lt;/i&gt; be amused, but your goal is to be
comic relief, not comic torture.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I think the trick is to work your portrayal so the character is
a little "off" most of the time, and just goes spilling over the edge into complete
lunacy every once in a while. Then you try to time those outbursts (maybe one in a
long session) for times when they'll make the game more dramatic or more fun, rather
than just when they'll be the most disruptive to everyone. And be ready for cues from
the other players that you need to rope it in a little.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Unless you're really playing an adversarial game, you probably
don't want to ruin the other PCs plans, just to make them more... interesting. So
the classic Malkavian with a cream pie probably shouldn't &lt;i&gt;really&lt;/i&gt; throw it at
the Prince. But he should keep edging toward it, maybe pick it up and weigh it in
his hands once. But one of the other PCs is ready to smoothly take it away.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Serious portrayal of insanity is probably harder, in some ways.
But once you get the basics down, at least comedic timing isn't as much of an issue.
An insane character played seriously is more dramatic. He has a built-in struggle
he has to face above and beyond what everyone else does. Almost by definition, he's
struggling to make sense of an insane world.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The challenge for the player is to figure out how the character's
aberrant psychology interacts with the world around him. Someone with schizophrenic
delusions constructs an elaborate fantasy world that could be completely alien, or
might be only subtly different than the real world. Someone with multiple personalities
has a reason for being that way. Something besides random chance might trigger the
changes. Certain personalities would emerge in response to certain needs.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;You don't need to base your portrayal on textbook psychology.
(If you're a psychologist, go for it, though. That could be cool) Literature is a
much better guide. Rather than responding to misfiring neurons or chemicals, your
character's madness can respond to narrative necessity. The strange and terrible insights
of the mad, while not very realistic, are very literary.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That basic advice holds for any of the concepts I've presented
here. You want to keep two factors roughly in balance, your character's psychology
(be it insane or alien, or just a little odd) and the needs of the game. Where they
conflict, in general the needs of the game win. Fortunately, the game doesn't need
a whole lot. If you're not actively dragging it down, you're probably doing fine.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Working with the GM would be a good idea. Something so terrible
that it drove your character mad is probably worth working into the back story. A
paranoid delusion about alien abductions that just happens to coincide with an illegal
government operation could be fun.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;And even though we're talking serious here, don't be afraid of
a little humor once in a while, if it fits your character.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Conclusions&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Well, that's all the time we have kiddies. This column covered
material I've talked about previously. Indeed, a lot of this series seems to be.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Next on the hit parade will be one of two things: Comic Relief,
or the dreaded Cross-Gender Character. See you then.&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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        <p>
          <font color="#000000">Welcome back. In this installment, we will embark at long-last
on the topic I've been putting off for a while, personality types. This will be a
little different than the character archetypes I discussed earlier, because it won't
focus on abilities at all - just personality traits. What I have in mind is to pick
out some classically annoying personalities, and discuss how they might be played
effectively. </font>
        </p>
        <p>
          <font color="#000000">First up, the "Moody Loner." </font>
        </p>
        <p>
          <font color="#000000">Everybody knows the "Moody Loner." He was orphaned at an early
age, quite possibly raised by a ninja clan, has no particular ties to anyone else,
and tries to be completely self-sufficient. He's the Masterless Man, not shackled
to any cause, any place, or any group. He's free to do whatever he wants, limited
only by his personal code of honor. </font>
        </p>
        <p>
          <font color="#000000">He's a very classic literary character. I could point to Gilgamesh
(well, he had one friend), Percival, or Perseus. I could mention Josey Wales (or almost
any other Clint Eastwood character). It would be almost criminal if I didn't mention
Wolverine of the X-men. Fortunately, I'm covered there because I used his catch-phrase
as the title of this column. </font>
        </p>
        <p>
          <font color="#000000">But literature and gaming are different beasts. In a work of
literature, while the Loner is off brooding or whatever, there aren't four other loners
waiting their turn. The story just happens. In a game, a character who demands a significant
amount of one-on-one time can be a burden to the rest of the group. </font>
        </p>
        <p>
          <font color="#000000">So how can you make it work? How can you play a loner in a group
activity? </font>
        </p>
        <p>
          <font color="#000000">A few ways. </font>
        </p>
        <h3>
          <font color="#000000">Just Deal </font>
        </h3>
        <p>
          <font color="#000000">Your character is a loner. He doesn't really care about the
other PCs very much, and whenever faced with the choice, generally acts alone. This
frequently means that the GM is forced to run a split group. </font>
        </p>
        <p>
          <font color="#000000">This is the least constructive way to handle the problem, but
sometimes it's the right one. In a PBEM or PBP game, loners work much better than
in tabletop games. In a LARP, it can also work OK, to the extent that if you want
to have any fun, you'll still have to talk to other characters, but none of them have
to be your character's friends. </font>
        </p>
        <p>
          <font color="#000000">Even in a tabletop game, you have some options. As I've said
before, you only have a right to expect roughly as much of the GM's attention as the
other players do, but if you don't mind sitting and watching a lot, you can do so.
You can also try to handle your side-trips and personal quests in between games if
the logistics work out. </font>
        </p>
        <h3>
          <font color="#000000">Pick the Right Game </font>
        </h3>
        <p>
          <font color="#000000">In games that eschew the traditional "party" structure, all
the players might be playing Loners to some degree. Games like Amber, or an all Elders
Vampire chronicle tend to blur the "PC/Protagonist NPC/Antagonist" division, so PCs
are frequently acting on their own, against each other, or in shifting alliances.
A loner character isn't so disruptive, since the social contract of the game is built
to handle it. </font>
        </p>
        <p>
          <font color="#000000">A troupe style game might also work, to some extent. This is
dodging the issue a little, because your Loner PC will have something of an entourage,
but they'll be his subordinates, rather than "other PCs." Psychologically, he can
still be somewhat of a loner, while not really monopolizing too much of the game. </font>
        </p>
        <h3>
          <font color="#000000">Pick the Right Situation </font>
        </h3>
        <p>
          <font color="#000000">Most of the literary examples of Loners get involved in groups
to some degree. There are ways to make that happen. Your character may be a rootless
wanderer, but perhaps his code of honor won't let him just walk away from a grave
injustice. If some other people are fighting the same injustice, he might join up
with them, "strictly temporarily." From there, he might always be on the fringes of
the group, or might come out of his shell a little. </font>
        </p>
        <p>
          <font color="#000000">A Loner might be forced into working with a group, rather than
choosing it on his own. Loners can be hard to manipulate, since they're built with
few hooks. If you've chosen to play a Moody Loner because that way the GM can't "screw
with you" then I think your motives may be a bit misguided. It's not really fair to
expect the GM to be able to craft a game to your personal specifications in which
nothing ever happens that you don't like. The literary experiences RPGs try to re-create
are full of characters forced into situations they wouldn't choose: loved ones are
kidnapped, killed, or cursed; Powerful enemies rise up from the past; Protagonists
are bribed, begged, or blackmailed. If you're not willing to play along a little bit,
you might be better off writing for your own entertainment than playing a collaborative
game. </font>
        </p>
        <p>
          <font color="#000000">(Ok, I'll get off my soapbox now) </font>
        </p>
        <h3>
          <font color="#000000">Pick the Right Loner </font>
        </h3>
        <p>
          <font color="#000000">My favorite option is to build a character who might think he's
a Loner with no compassion and no care for anyone but himself, but really he's not.
Wolverine, particularly the way he's portrayed in the X-men movie, is an incredible
example. Here is this guy with no past, wandering alone, but when he's confronted
with someone who really needs his help, he gives it. He complains the whole time,
but he does what needs to be done. And when he finds a group, he joins it, still complaining. </font>
        </p>
        <p>
          <font color="#000000">A "Cooperative Loner" can be antisocial, moody, headstrong,
and stubborn, but he has built-in reasons to work with the rest of the group at least
half the time. He's built from the get-go to be part of the group, even though he
doesn't want to be. Or better yet, he really does want to be, but he's got hang-ups
that keep him from realizing it. </font>
        </p>
        <p>
          <font color="#000000">I'm playing one of those in a PBP Witchcraft game right now.
I didn't really focus on the Loner aspect, but it was certainly there. When I was
invited to join, the group was a little short on straight, physical muscle, so I whipped
up a vampyre PC. Gabriel de la Luna was a Conquistador, turned into a vampyre by an
Aztec vampyre/magician. Eventually, he escaped his master's control and became a member
of the Fellowship of Judas (your basic "vampyres in search of redemption" group, for
those who don't play Witchcraft). </font>
        </p>
        <p>
          <font color="#000000">He was full of self-loathing, adhered to a rigid code of honor,
and that was about it. (Hey, I was in a hurry) As I fleshed out his background, I
decided that he hadn't always been that way. Once, he'd had friends, and begun to
think that he could really do some good and become "human." He didn't think he could
really be mortal again, but he thought he might have something like a family. </font>
        </p>
        <p>
          <font color="#000000">Then they all died horribly. </font>
        </p>
        <p>
          <font color="#000000">That left me back at square 1, with a warrior vampyre who would
honorably do whatever he promised. The NPC he considered to be his feudal lord asked
him to protect the other PCs, so he did. </font>
        </p>
        <p>
          <font color="#000000">Over the course of the next few adventures, he started to care
about them. Eventually, he fell in love with one, after a really complicated relationship
with another one. (Fun game, kinda like a soap opera with periodic demon invasions). </font>
        </p>
        <h2>
          <font color="#000000">Conclusions </font>
        </h2>
        <p>
          <font color="#000000">Oh yeah, like you really think I have any conclusions by now. </font>
        </p>
        <p>
          <font color="#000000">The Loner is always going to be a little hard to play in traditional
settings, but I think what I've outlined is a pretty good place to start. Like just
about anything else you might want to do, it'll be good if you do it well, and bad
if you do it poorly. </font>
        </p>
        <p>
          <font color="#000000">Your motives are important, of course. If you're playing the
Loner to explore his effect on the group's dynamic, and the group's on him, you're
probably in better shape than if you're playing a Loner because the other players
are such losers. (And one wonders why you're playing with a bunch of losers). </font>
        </p>
        <p>
          <font color="#000000">When you're looking for examples and inspiration, it might be
better to look at sources with something of an ensemble cast, rather than stories
where the Loner is the only focus, to see how the authors split up the time. But even
in more centralized examples, Loners almost always end up with some kind of connections.
Find out how those work, and try to make them work for you as well. </font>
        </p>
        <p>
          <font color="#000000">Next time up, I think I'll try another concept, playing an insane
character. </font>
        </p>
        <p>
          <font color="#000000">See you then. </font>
        </p>
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      </body>
      <title>The Best There Is at What I Do </title>
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      <pubDate>Fri, 28 May 2004 16:39:29 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back. In this installment, we will embark at long-last
on the topic I've been putting off for a while, personality types. This will be a
little different than the character archetypes I discussed earlier, because it won't
focus on abilities at all - just personality traits. What I have in mind is to pick
out some classically annoying personalities, and discuss how they might be played
effectively. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;First up, the "Moody Loner." &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Everybody knows the "Moody Loner." He was orphaned at an early
age, quite possibly raised by a ninja clan, has no particular ties to anyone else,
and tries to be completely self-sufficient. He's the Masterless Man, not shackled
to any cause, any place, or any group. He's free to do whatever he wants, limited
only by his personal code of honor. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;He's a very classic literary character. I could point to Gilgamesh
(well, he had one friend), Percival, or Perseus. I could mention Josey Wales (or almost
any other Clint Eastwood character). It would be almost criminal if I didn't mention
Wolverine of the X-men. Fortunately, I'm covered there because I used his catch-phrase
as the title of this column. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But literature and gaming are different beasts. In a work of literature,
while the Loner is off brooding or whatever, there aren't four other loners waiting
their turn. The story just happens. In a game, a character who demands a significant
amount of one-on-one time can be a burden to the rest of the group. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So how can you make it work? How can you play a loner in a group
activity? &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A few ways. &lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Just Deal &lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Your character is a loner. He doesn't really care about the other
PCs very much, and whenever faced with the choice, generally acts alone. This frequently
means that the GM is forced to run a split group. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This is the least constructive way to handle the problem, but
sometimes it's the right one. In a PBEM or PBP game, loners work much better than
in tabletop games. In a LARP, it can also work OK, to the extent that if you want
to have any fun, you'll still have to talk to other characters, but none of them have
to be your character's friends. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Even in a tabletop game, you have some options. As I've said before,
you only have a right to expect roughly as much of the GM's attention as the other
players do, but if you don't mind sitting and watching a lot, you can do so. You can
also try to handle your side-trips and personal quests in between games if the logistics
work out. &lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Pick the Right Game &lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In games that eschew the traditional "party" structure, all the
players might be playing Loners to some degree. Games like Amber, or an all Elders
Vampire chronicle tend to blur the "PC/Protagonist NPC/Antagonist" division, so PCs
are frequently acting on their own, against each other, or in shifting alliances.
A loner character isn't so disruptive, since the social contract of the game is built
to handle it. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A troupe style game might also work, to some extent. This is dodging
the issue a little, because your Loner PC will have something of an entourage, but
they'll be his subordinates, rather than "other PCs." Psychologically, he can still
be somewhat of a loner, while not really monopolizing too much of the game. &lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Pick the Right Situation &lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Most of the literary examples of Loners get involved in groups
to some degree. There are ways to make that happen. Your character may be a rootless
wanderer, but perhaps his code of honor won't let him just walk away from a grave
injustice. If some other people are fighting the same injustice, he might join up
with them, "strictly temporarily." From there, he might always be on the fringes of
the group, or might come out of his shell a little. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A Loner might be forced into working with a group, rather than
choosing it on his own. Loners can be hard to manipulate, since they're built with
few hooks. If you've chosen to play a Moody Loner because that way the GM can't "screw
with you" then I think your motives may be a bit misguided. It's not really fair to
expect the GM to be able to craft a game to your personal specifications in which
nothing ever happens that you don't like. The literary experiences RPGs try to re-create
are full of characters forced into situations they wouldn't choose: loved ones are
kidnapped, killed, or cursed; Powerful enemies rise up from the past; Protagonists
are bribed, begged, or blackmailed. If you're not willing to play along a little bit,
you might be better off writing for your own entertainment than playing a collaborative
game. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(Ok, I'll get off my soapbox now) &lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Pick the Right Loner &lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;My favorite option is to build a character who might think he's
a Loner with no compassion and no care for anyone but himself, but really he's not.
Wolverine, particularly the way he's portrayed in the X-men movie, is an incredible
example. Here is this guy with no past, wandering alone, but when he's confronted
with someone who really needs his help, he gives it. He complains the whole time,
but he does what needs to be done. And when he finds a group, he joins it, still complaining. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A "Cooperative Loner" can be antisocial, moody, headstrong, and
stubborn, but he has built-in reasons to work with the rest of the group at least
half the time. He's built from the get-go to be part of the group, even though he
doesn't want to be. Or better yet, he really does want to be, but he's got hang-ups
that keep him from realizing it. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I'm playing one of those in a PBP Witchcraft game right now. I
didn't really focus on the Loner aspect, but it was certainly there. When I was invited
to join, the group was a little short on straight, physical muscle, so I whipped up
a vampyre PC. Gabriel de la Luna was a Conquistador, turned into a vampyre by an Aztec
vampyre/magician. Eventually, he escaped his master's control and became a member
of the Fellowship of Judas (your basic "vampyres in search of redemption" group, for
those who don't play Witchcraft). &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;He was full of self-loathing, adhered to a rigid code of honor,
and that was about it. (Hey, I was in a hurry) As I fleshed out his background, I
decided that he hadn't always been that way. Once, he'd had friends, and begun to
think that he could really do some good and become "human." He didn't think he could
really be mortal again, but he thought he might have something like a family. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Then they all died horribly. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That left me back at square 1, with a warrior vampyre who would
honorably do whatever he promised. The NPC he considered to be his feudal lord asked
him to protect the other PCs, so he did. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Over the course of the next few adventures, he started to care
about them. Eventually, he fell in love with one, after a really complicated relationship
with another one. (Fun game, kinda like a soap opera with periodic demon invasions). &lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Conclusions &lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Oh yeah, like you really think I have any conclusions by now. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Loner is always going to be a little hard to play in traditional
settings, but I think what I've outlined is a pretty good place to start. Like just
about anything else you might want to do, it'll be good if you do it well, and bad
if you do it poorly. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Your motives are important, of course. If you're playing the Loner
to explore his effect on the group's dynamic, and the group's on him, you're probably
in better shape than if you're playing a Loner because the other players are such
losers. (And one wonders why you're playing with a bunch of losers). &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;When you're looking for examples and inspiration, it might be
better to look at sources with something of an ensemble cast, rather than stories
where the Loner is the only focus, to see how the authors split up the time. But even
in more centralized examples, Loners almost always end up with some kind of connections.
Find out how those work, and try to make them work for you as well. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Next time up, I think I'll try another concept, playing an insane
character. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;See you then. &lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Hi ya'll. We'll be postponing our discussion of different personality
types, perhaps indefinintly if I get another idea I like better first. This time out,
I was inspired by the end of my several months long WitchCraft game. I decided to
do a sort of retrospective.</font>
        </p>
        <h2>
          <font color="#000000">In the Beginning</font>
        </h2>
        <p>
          <font color="#000000">The seed for this Chronicle was actually planted around three
years ago. Our group was between games, and Chris was thinking about running. He'd
picked up WitchCraft recently. I loved the game from way back in the Myrmidion Press
edition. I suggested a character to him, a psychic test subject. The big twist would
be that I would not actually start the game playing that character. I'd start playing
her older brother, who had discovered that his baby sister was in a really terrible
place and hired the other PCs to help him rescue her. He'd be a Mundane, and would
die during the first session. None of the other players would know this was the plan
all along.</font>
        </p>
        <p>
          <font color="#000000">That game fell through, but the idea stayed with me, and the
personality of the psychic character slowly grew. "Anna" had been violated in every
way possible, and somehow held on to a tiny shread of her humanity. She was very much
not a typical hero. She was callous and cruel because that was the only way she could
survive what had happened to her. But deep down, she wanted to believe there could
be something good in the world, and once she had power of her own, she was determined
to use it to destroy others who she judged to deserve it. Trying to figure out how
someone like her would relate to the world was a challenge, and I thought she'd be
fun (in a slightly squicky way) to play.</font>
        </p>
        <p>
          <font color="#000000">So years passed. We played some Fading Suns and some Tribe 8
and some D&amp;D, some Deadlands and some smatterings of other stuff. And Chris finally
decided he wanted to run something big again. And better yet, he'd been reading Anita
Blake novels.</font>
        </p>
        <p>
          <font color="#000000">He decided on WitchCraft. Our conversation went something like
this:</font>
        </p>
        <p>
          <font color="#000000">Chris (puts down Bloody Bones): I've been thinking about running
a modern occult game. What do you think about maybe WitchCraft?</font>
        </p>
        <p>
          <font color="#000000">Me: I'm playing Anna.</font>
        </p>
        <p>
          <font color="#000000">That Chris remembered a character I'd proposed three years ago
and never played, and didn't think I was strange for holding on to the idea in excruciating
detail for all that time is probably one of the reasons he's my best friend.</font>
        </p>
        <h2>
          <font color="#000000">The Game is On</font>
        </h2>
        <p>
          <font color="#000000">So we got the group together. At the beginning, there were four
PCs:</font>
        </p>
        <p>
          <font color="#000000">Anna Williamson: Psychic test subject with telepathic powers
and... issues. Scratch that. Anna didn't so much have issues as she had entire runs
of magazines on microfiche with full text archives on computer. She was a telepath
with mind control abilities. She was also a musician, and if stupid demons from the
outer demensions would have just stopped trying to invade our reality, she would have
been really happy playing night clubs and stuff instead of going out and fighting
evil.</font>
        </p>
        <p>
          <font color="#000000">David Lin: PI. Mr. Lin was an ex-military type who'd had a run-in
with a vampyre in his past. He was Mundane (had no powers) but in WitchCraft, Mundane
with a capital "M" makes you more like Rambo or Sherlock Holmes than like Willy Loman.
He was an action hero, more than a little crazy, and was the center of the group since
he was the one Anna's brother hired to rescue her. Lin hired the other PCs to help.</font>
        </p>
        <p>
          <font color="#000000">James Sinclair: Demon Killer Ninja. A mystical martial artist
with a ten-year gap in his memory. He wanted to fill in the holes, and had a general
desire to "do good." As it turned out, during the ten-year gap, he'd been a pretty
bad person, and somehow gotten that part of his life wiped out. One of the group's
major adversaries was the group of mystically powered assassins he'd founded back
then. They were really surprised when he showed up to kill them.</font>
        </p>
        <p>
          <font color="#000000">Dr. Maggie Rynolds: Healer. Part of a family of demon hunters,
but Dr. Maggie didn't really want any part of it. She wanted to be a pediatrician.
Her sneaky family set her up to be hired by Mr. Lin because they knew it would eventually
get her involved in the family business. In the first adventure, she went along because
it was likely that Anna would need medical treatment (being in a mental institution
where she was being tortured and all).</font>
        </p>
        <p>
          <font color="#000000">The game ran weekely for several months. There were three big
threads of the plot, all braided together. At the end was a Mad God the PCs dubbed
"Crocathulu" since it looked like a big, slimy lizard thing. It was trying to gain
access to our world through a couple of means. There was an evil voodoo street gang,
and a group of evil ninjas, and the project that had created Anna and some other psychic
kids, all ultimately tied to this one big baddie.</font>
        </p>
        <p>
          <font color="#000000">Anna's rescue started off a kind of domino effect. The whole
mess gradually fell to pieces, and the PCs were just following the carniage, usually
arriving just in time to stop something from getting completely out of hand. Each
encounter pointed us to a little more of the plot, and showed us a little more of
how interconnected it all was.</font>
        </p>
        <p>
          <font color="#000000">Last night (as I'm writing this, you'll read it much later)
was the final session. The heroic PCs shut down the evil psychic researchers and rescued
their last few victims (but not before some of the bad guys could get away for the
sequel) and tracked the big baddie to its lair where there was a terrific showdown.</font>
        </p>
        <p>
          <font color="#000000">Lesson for the forces of evil: If you're vulnerable to fire,
don't make your base of operations in the same building as a meth lab. You might end
up being beaten to death by a burning refrigerator.</font>
        </p>
        <h2>
          <font color="#000000">Post Game Wrap-Up</font>
        </h2>
        <p>
          <font color="#000000">So now I'm sitting in the afterglow, or aftermath, getting ready
for our next game. I'm also thinking back on the last one and trying to decide what
worked and what didn't and what I can do better next time.</font>
        </p>
        <p>
          <font color="#000000">What worked:</font>
        </p>
        <ul>
          <li>
            <font color="#000000">My goal with Anna was to play the traumatized child within the
young woman trying to be "normal." I hoped to ocassionally frighten the other PCs
with Anna's casual inhumanity. It worked pretty well. Some of the stuff I thought
was really good barely got a raised eyebrow, and sometimes I got really shocked looks
for stuff I didn't think was that big a deal, but on the whole I was happy. Anna came
off as someone generally good, but with a skewed idea about what "good" meant. There
were some factors in the game that softened her edges a little. Dumb ole' Dr. Maggie
being all compassionate and understanding all the time made it hard for Anna to reject
all humanity. So in the end, she was nicer than she might have been. </font>
          </li>
          <li>
            <font color="#000000">The plot progressed nicely. Everybody shares the credit for
making characters who fit in with it and not getting too side-tracked on personal
developments. Two PCs were just made to be in the thick of it, of course. I'm also
pretty happy with our clue-finding ability. It never felt like we were running around
aimlessly until the GM had to hit us with a clue-by-four. </font>
          </li>
          <li>
            <font color="#000000">Roleplaying in general was pretty good. I was happy with my
portrayal, and the other characters were cool. </font>
          </li>
        </ul>
        <p>
          <font color="#000000">What didn't work:</font>
        </p>
        <ul>
          <li>
            <font color="#000000">Group dynamics were our worst problem. One player (playing David
Lin) had to drop out, and we never managed to replace him. That threw things out of
whack for the rest of the game. Instead of One full-bore combat character, one combat/social,
one social/combat, and one mostly non-combat character, we had one full-bore combat
character, one social/combat character who couldn't really keep up, and one mostly
non-combat character. We tried to redress the balance, but it never really worked. </font>
          </li>
          <li>
            <font color="#000000">A big chunk of the problem was that I should have paid more
attention to the other PCs. Kate (playing Dr. Maggie) was a new gamer, and made up
an almost entirely non-combat character. Tom (playing David Lin) made up a combat
character, but one who would either have to develop supernatural power in play, or
end up in a mostly support role (both valid options). And in the end he had to drop
out anyway. </font>
          </li>
          <li>
            <font color="#000000">If I'd been paying attention, Anna would have been much more
combat worthy. Instead of a smattering of different powers, mostly focused on investigative
ones, she would have had just two, both very useful in combat. It would have shifted
the focus of her personality slightly. Instead of having trouble relating to people
she generally saw as puppets, she'd have been more flighty and afraid of herself because
of her vast destructive potential. That would have been fun to play, too, though. </font>
          </li>
          <li>
            <font color="#000000">I was too passive. I have that problem a lot. With Anna, it
was a little worse because a lot of her characterization was about isolation and alienation.
Logically, there were a lot of times she just wouldn't talk. I was roleplaying her
sitting quietly very well, but it wasn't very exciting to watch. </font>
          </li>
        </ul>
        <p>
          <font color="#000000">What to do next time:</font>
        </p>
        <ul>
          <li>
            <font color="#000000">I need to make more forceful characters, and make a conscious
effort to play them more forcefully. I tend to be a little shy, and I think I'd enjoy
my gaming more (and maybe my real life, too) if I wasn't. But part of it isn't shyness,
it's that I make retiring characters. Anna's a good example. She just wasn't very
talkitive or driven. </font>
          </li>
          <li>
            <font color="#000000">I'd put down "work on group integration" but normally I'm pretty
good at that. I just really blew it this time, and my mistake was magnified by some
things beyond my control. </font>
          </li>
          <li>
            <font color="#000000">The last thing I want to work on is communicating my desires
to the GM. This one's a touchy point. I'm not sure how to express it. </font>
          </li>
        </ul>
        <p>
          <font color="#000000">Chris ran a pretty plot-focused game. Most of our sessions related
to unraveling the big puzzle and defeating the minions of darkness, with very little
beyond that. The PCs were presumed to have private lives, but they didn't really come
up much. Unfortunately, a lot of what I wanted to do with Anna was wrapped up in her
daily life, so it didn't come up much in the game.</font>
        </p>
        <p>
          <font color="#000000">I'm not sure, however, that this was a flaw in the game. Chris
didn't run a game exactly like what I wanted to play, but that doesn't mean it was
bad. What he did run was pretty good. The only flaw I'd point out was that combat
didn't seem dangerous enough, and that was really only partially his fault. When we
lost Mr. Lin, the combat dynamic of the whole group shifted. Anything that could hurt
James would slaughter Anna and Maggie. So frequently, we ended up in fights where
the girls hid while James beat up the bad guys.</font>
        </p>
        <p>
          <font color="#000000">Toward the end of the game we fixed that, too. Anna got better
at support with her telekenetic powers. She couldn't really lay down the smack, but
she could provide key distractions, and trip up adversaries to keep James from being
overwhelmed. And when she needed to be, she was plenty dangerous. All it took was
one guy with a low Willpower and a big gun.</font>
        </p>
        <p>
          <font color="#000000">Also, most of Anna's private life wasn't reflected on her sheet
in any way. She didn't have any contacts, or any adversaries besides the big, scary
conspiracy that was one of our primary foes in the game. So I didn't give Chris a
lot to work with.</font>
        </p>
        <p>
          <font color="#000000">So the last item on my list is a reitteration of the predominant
theme of my column, "work with the GM." From now on, I need to make sure the GM knows
what I want, and that I know what the GM has in mind so I can adjust my expectations.
I generally do that somewhat anyway, to tell the truth. This example just shows me
why.</font>
        </p>
        <p>
          <font color="#000000">(And, Chris, I'm not dissing your game. This is a fairly minor
quibble in a darn good game.)</font>
        </p>
        <p>
          <font color="#000000">Alright, that's enough for one month. I'll see what inspires
me for next month.</font>
        </p>
        <p>
          <font color="#000000">Till then, have fun. Good gaming.</font>
        </p>
        <p>
          <font color="#000000">
          </font>
        </p>
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      <title>The Game is Dead, Long Live the Game</title>
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      <pubDate>Wed, 21 Apr 2004 16:38:28 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Hi ya'll. We'll be postponing our discussion of different personality
types, perhaps indefinintly if I get another idea I like better first. This time out,
I was inspired by the end of my several months long WitchCraft game. I decided to
do a sort of retrospective.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;In the Beginning&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The seed for this Chronicle was actually planted around three
years ago. Our group was between games, and Chris was thinking about running. He'd
picked up WitchCraft recently. I loved the game from way back in the Myrmidion Press
edition. I suggested a character to him, a psychic test subject. The big twist would
be that I would not actually start the game playing that character. I'd start playing
her older brother, who had discovered that his baby sister was in a really terrible
place and hired the other PCs to help him rescue her. He'd be a Mundane, and would
die during the first session. None of the other players would know this was the plan
all along.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That game fell through, but the idea stayed with me, and the personality
of the psychic character slowly grew. "Anna" had been violated in every way possible,
and somehow held on to a tiny shread of her humanity. She was very much not a typical
hero. She was callous and cruel because that was the only way she could survive what
had happened to her. But deep down, she wanted to believe there could be something
good in the world, and once she had power of her own, she was determined to use it
to destroy others who she judged to deserve it. Trying to figure out how someone like
her would relate to the world was a challenge, and I thought she'd be fun (in a slightly
squicky way) to play.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So years passed. We played some Fading Suns and some Tribe 8 and
some D&amp;amp;D, some Deadlands and some smatterings of other stuff. And Chris finally
decided he wanted to run something big again. And better yet, he'd been reading Anita
Blake novels.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;He decided on WitchCraft. Our conversation went something like
this:&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Chris (puts down Bloody Bones): I've been thinking about running
a modern occult game. What do you think about maybe WitchCraft?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Me: I'm playing Anna.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That Chris remembered a character I'd proposed three years ago
and never played, and didn't think I was strange for holding on to the idea in excruciating
detail for all that time is probably one of the reasons he's my best friend.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Game is On&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So we got the group together. At the beginning, there were four
PCs:&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Anna Williamson: Psychic test subject with telepathic powers and...
issues. Scratch that. Anna didn't so much have issues as she had entire runs of magazines
on microfiche with full text archives on computer. She was a telepath with mind control
abilities. She was also a musician, and if stupid demons from the outer demensions
would have just stopped trying to invade our reality, she would have been really happy
playing night clubs and stuff instead of going out and fighting evil.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;David Lin: PI. Mr. Lin was an ex-military type who'd had a run-in
with a vampyre in his past. He was Mundane (had no powers) but in WitchCraft, Mundane
with a capital "M" makes you more like Rambo or Sherlock Holmes than like Willy Loman.
He was an action hero, more than a little crazy, and was the center of the group since
he was the one Anna's brother hired to rescue her. Lin hired the other PCs to help.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;James Sinclair: Demon Killer Ninja. A mystical martial artist
with a ten-year gap in his memory. He wanted to fill in the holes, and had a general
desire to "do good." As it turned out, during the ten-year gap, he'd been a pretty
bad person, and somehow gotten that part of his life wiped out. One of the group's
major adversaries was the group of mystically powered assassins he'd founded back
then. They were really surprised when he showed up to kill them.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Dr. Maggie Rynolds: Healer. Part of a family of demon hunters,
but Dr. Maggie didn't really want any part of it. She wanted to be a pediatrician.
Her sneaky family set her up to be hired by Mr. Lin because they knew it would eventually
get her involved in the family business. In the first adventure, she went along because
it was likely that Anna would need medical treatment (being in a mental institution
where she was being tortured and all).&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The game ran weekely for several months. There were three big
threads of the plot, all braided together. At the end was a Mad God the PCs dubbed
"Crocathulu" since it looked like a big, slimy lizard thing. It was trying to gain
access to our world through a couple of means. There was an evil voodoo street gang,
and a group of evil ninjas, and the project that had created Anna and some other psychic
kids, all ultimately tied to this one big baddie.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Anna's rescue started off a kind of domino effect. The whole mess
gradually fell to pieces, and the PCs were just following the carniage, usually arriving
just in time to stop something from getting completely out of hand. Each encounter
pointed us to a little more of the plot, and showed us a little more of how interconnected
it all was.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Last night (as I'm writing this, you'll read it much later) was
the final session. The heroic PCs shut down the evil psychic researchers and rescued
their last few victims (but not before some of the bad guys could get away for the
sequel) and tracked the big baddie to its lair where there was a terrific showdown.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Lesson for the forces of evil: If you're vulnerable to fire, don't
make your base of operations in the same building as a meth lab. You might end up
being beaten to death by a burning refrigerator.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Post Game Wrap-Up&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So now I'm sitting in the afterglow, or aftermath, getting ready
for our next game. I'm also thinking back on the last one and trying to decide what
worked and what didn't and what I can do better next time.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;What worked:&lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;My goal with Anna was to play the traumatized child within the
young woman trying to be "normal." I hoped to ocassionally frighten the other PCs
with Anna's casual inhumanity. It worked pretty well. Some of the stuff I thought
was really good barely got a raised eyebrow, and sometimes I got really shocked looks
for stuff I didn't think was that big a deal, but on the whole I was happy. Anna came
off as someone generally good, but with a skewed idea about what "good" meant. There
were some factors in the game that softened her edges a little. Dumb ole' Dr. Maggie
being all compassionate and understanding all the time made it hard for Anna to reject
all humanity. So in the end, she was nicer than she might have been. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;The plot progressed nicely. Everybody shares the credit for making
characters who fit in with it and not getting too side-tracked on personal developments.
Two PCs were just made to be in the thick of it, of course. I'm also pretty happy
with our clue-finding ability. It never felt like we were running around aimlessly
until the GM had to hit us with a clue-by-four. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Roleplaying in general was pretty good. I was happy with my portrayal,
and the other characters were cool. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;What didn't work:&lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;Group dynamics were our worst problem. One player (playing David
Lin) had to drop out, and we never managed to replace him. That threw things out of
whack for the rest of the game. Instead of One full-bore combat character, one combat/social,
one social/combat, and one mostly non-combat character, we had one full-bore combat
character, one social/combat character who couldn't really keep up, and one mostly
non-combat character. We tried to redress the balance, but it never really worked. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;A big chunk of the problem was that I should have paid more attention
to the other PCs. Kate (playing Dr. Maggie) was a new gamer, and made up an almost
entirely non-combat character. Tom (playing David Lin) made up a combat character,
but one who would either have to develop supernatural power in play, or end up in
a mostly support role (both valid options). And in the end he had to drop out anyway. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;If I'd been paying attention, Anna would have been much more combat
worthy. Instead of a smattering of different powers, mostly focused on investigative
ones, she would have had just two, both very useful in combat. It would have shifted
the focus of her personality slightly. Instead of having trouble relating to people
she generally saw as puppets, she'd have been more flighty and afraid of herself because
of her vast destructive potential. That would have been fun to play, too, though. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;I was too passive. I have that problem a lot. With Anna, it was
a little worse because a lot of her characterization was about isolation and alienation.
Logically, there were a lot of times she just wouldn't talk. I was roleplaying her
sitting quietly very well, but it wasn't very exciting to watch. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;What to do next time:&lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;I need to make more forceful characters, and make a conscious
effort to play them more forcefully. I tend to be a little shy, and I think I'd enjoy
my gaming more (and maybe my real life, too) if I wasn't. But part of it isn't shyness,
it's that I make retiring characters. Anna's a good example. She just wasn't very
talkitive or driven. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;I'd put down "work on group integration" but normally I'm pretty
good at that. I just really blew it this time, and my mistake was magnified by some
things beyond my control. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;The last thing I want to work on is communicating my desires to
the GM. This one's a touchy point. I'm not sure how to express it. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Chris ran a pretty plot-focused game. Most of our sessions related
to unraveling the big puzzle and defeating the minions of darkness, with very little
beyond that. The PCs were presumed to have private lives, but they didn't really come
up much. Unfortunately, a lot of what I wanted to do with Anna was wrapped up in her
daily life, so it didn't come up much in the game.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I'm not sure, however, that this was a flaw in the game. Chris
didn't run a game exactly like what I wanted to play, but that doesn't mean it was
bad. What he did run was pretty good. The only flaw I'd point out was that combat
didn't seem dangerous enough, and that was really only partially his fault. When we
lost Mr. Lin, the combat dynamic of the whole group shifted. Anything that could hurt
James would slaughter Anna and Maggie. So frequently, we ended up in fights where
the girls hid while James beat up the bad guys.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Toward the end of the game we fixed that, too. Anna got better
at support with her telekenetic powers. She couldn't really lay down the smack, but
she could provide key distractions, and trip up adversaries to keep James from being
overwhelmed. And when she needed to be, she was plenty dangerous. All it took was
one guy with a low Willpower and a big gun.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Also, most of Anna's private life wasn't reflected on her sheet
in any way. She didn't have any contacts, or any adversaries besides the big, scary
conspiracy that was one of our primary foes in the game. So I didn't give Chris a
lot to work with.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So the last item on my list is a reitteration of the predominant
theme of my column, "work with the GM." From now on, I need to make sure the GM knows
what I want, and that I know what the GM has in mind so I can adjust my expectations.
I generally do that somewhat anyway, to tell the truth. This example just shows me
why.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(And, Chris, I'm not dissing your game. This is a fairly minor
quibble in a darn good game.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Alright, that's enough for one month. I'll see what inspires me
for next month.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Till then, have fun. Good gaming.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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        <p>
          <font color="#000000">Welcome back. This month we're going to finish up this less
than exhaustive look at heroic archetypes. I could probably come up with a few more
if I really wanted to, but I am fresh out of catchy titles for the series.</font>
        </p>
        <p>
          <font color="#000000">The archetypes I chose for this installment are all, to one
degree or another, a little problematic. In addition to talking about who they are
and what they do, I'm going to try to offer some advice on how to overcome these problems.</font>
        </p>
        <h2>
          <font color="#000000">The Loyal Retainer</font>
        </h2>
        <p>
          <font color="#000000">I was originally going to do the Protector, but I've decided
to expand the archetype a little bit. The Protector was going to be a character dedicated
to the protection of another character. The Loyal Retainer is more general. He might
be a bodyguard, but he could just as easily be a butler, or just about anything else.</font>
        </p>
        <p>
          <font color="#000000">The Loyal Retainer is the servant of another character, generally
another PC. His role in the group is to help his master in some way. Examples include
Alfred Pennyworth, Tanto, and Lobot, and, of course, Samwise Gamgee. In fact, during
Fellowship of the Ring, just about all of the Fellowship were there to help Frodo,
but Sam in particular saw himself as Frodo's servant, rather than his ally.</font>
        </p>
        <p>
          <font color="#000000">Whatever his area of expertise, the Loyal Retainer is a servant.
His primary motivation is often not the same as the rest of the group's. Instead,
his goal is to serve his master, who <i>is</i> following the group's goal. This can
lead to some interesting roleplay. If the Retainer feels like his master's life is
in danger, he might council his master to turn from his course. When presented with
a choice that endangers his master, but moves closer to the goal, what does the Loyal
Retainer do?</font>
        </p>
        <p>
          <font color="#000000">Then there's the whole question of his loyalty. Why is he loyal?
If he's repaying a debt, then what will he do when he feels like he's repaid it? If
he's following a generations-long tradition of service, what if he starts to chafe
under that restriction out in the wide world? If he serves out of admiration for his
master, what if the master proves not to be admirable?</font>
        </p>
        <p>
          <font color="#000000">When you make up your Loyal Retainer, the first step is to figure
out what you'd like him to do. Loyal Retainers come in many types. Almost any kind
of character from the strongest warrior to the cleverest thief could be the servant
or sidekick of another character. Some settings offer a little more support to the
Retainer relationship than others. A game in a medieval fantasy setting has built-in
feudal relationships. A Knight might have a Squire (and in Arthurian literature, the
Squire might be older and wiser than his Knight). A Lord might have vassals. A Wizard
might have an apprentice, but that usually indicates a difference in power levels
that might be a problem. But when you get down to it, whenever people have had societies,
there have been some of them ordering others around, so I can only think of a few
games where a Retainer wouldn't work very well.</font>
        </p>
        <p>
          <font color="#000000">The second step is to figure out who he works for. If he's working
for a relatively faceless NPC, then he's not really a Loyal Retainer in the sense
I have in mind. A big part of the Loyal Retainer's character is his constant subservient
relationship. So he needs an employer who will be a constant factor in the game. An
NPC master works well enough, particularly if the GM has an NPC closely associated
with the party. For example, if the game involves escorting the pampered, spoiled
Imperial Princess all over the kingdom, then her personal bodyguard makes a great
PC.</font>
        </p>
        <p>
          <font color="#000000">But the real fun is to play the sidekick to a PC. One of my
unrealized dreams back in the late 80's and early 90's was to find a Star Wars game
where I could play the Loyal Retainer to another PC's Young Senatorial, Arrogant Noble,
or Retired Imperial Captain. (Yes, I stole the title of this Archetype from Star Wars.
I'd like to say I only steal from the best, but I don't. I'll steal from anybody)
The PC you choose is important. In fact, this is where the problems start. First,
there are in-game criteria. The "Master" PC needs to be someone who would logically
have a retainer, bodyguard, or whatever. If you want to play a stuffy British Buttler,
and nobody else wants to play a wealthy aristocrat, you might be out of luck. But
second, there are metagame criteria. The player you choose is important. He has to
want the relationship. He also needs to be someone you can trust not to abuse his
position. Playing a Retainer isn't quite as emotionally loaded as playing a love interest,
but it's close.</font>
        </p>
        <p>
          <font color="#000000">So, like so much else, the trick here is to look at these problems
ahead of time and take steps to head them off. Be sure to talk to the GM and the other
player. Make arrangements for what's going to happen if the Retainer needs to leave
the game for some reason. Set some limits on how the master can treat his servant.</font>
        </p>
        <p>
          <font color="#000000">(It bothers me that this is starting to sound like a lesson
on BDSM, but only a little.)</font>
        </p>
        <p>
          <font color="#000000">The master/servant relationship should be established ahead
of time. If you want a kind master who's more like a friend, then be sure the other
player knows that and wants to go along. If you really want to play the competent,
cool aide de camp of a buffoonish fop, then you'll pretty much be out of luck unless
someone wants to play the fop. </font>
        </p>
        <p>
          <font color="#000000">If the relationship is going to be particularly bad, like an
abusive master or an ultimately treacherous Retainer, you'll want to hash out some
of the details ahead of time. Discord can be fun, but it can easily get out of hand.
Potentially, it can really disrupt the game. If the GM has a particular storyline
in mind, he might prefer you not to design a traitorous PC, or (more likely, in my
experience) he'll cackle with glee and help you plan the ultimate moment to strike.
And if he's smart, he'll also arrange for some kind of replacement character for you,
and something to soothe the bruised feelings of your fellow PCs.</font>
        </p>
        <p>
          <font color="#000000">For an abusive master, you also need some options. It's possible
to have a subplot you can drop in where the master learns the errors of his ways,
but that depends on the character. If he's a bad master because he's immature and
insensitive, it's pretty easy. If he's bad because he's a sadistic bastard, it's harder.
So you might just want to have a backup character ready in case playing the Retainer
isn't any fun anymore.</font>
        </p>
        <h2>
          <font color="#000000">The Jester</font>
        </h2>
        <p>
          <font color="#000000">Comic Relief is a staple of literature for just about as far
back as literature. God thought the perfect counterpoint to darkening the skies, making
the rivers run red with blood, and blighting the crops of Egypt with locust was a
bunch of frogs. Comedy gold. The Jester is a character intended primarily to provide
comic relief. He can be intentionally funny, like a real clown or jester, or unintentionally
funny, because he's stupid or insane. Examples include almost all the classic Comedia
del Arte characters, but Scaramouche and Puncello in particular. Marry, Pippin, and
Gimli were all played for comedy in Peter Jackson's Lord of the Rings adaptations.
C-3PO filled the role in the Star Wars movies.</font>
        </p>
        <p>
          <font color="#000000">But the Jester is somewhat harder in a game than in a story,
for several reasons. The first reason is this: <i>You are not as amusing as you think
you are</i>. Yes, I mean you. Very few people really have the chops to play a humorous
character correctly for a long time. There are a lot of factors. Comic timing takes
practice. What you think is funny may be different than what everybody else thinks
is funny. Sometimes you just have an off night. If you're playing a brooding loner,
that's not a big deal. But if you're playing the zany sidekick, it can be.</font>
        </p>
        <p>
          <font color="#000000">The role of "Comic Relief" in a story has to be carefully managed.
Generally, in a serious story, the comic relief is there to relieve tension every
once in a while. But in a game, everybody tends to want to play about the same amount.
It's easy to fall into the trap of having your humorous character become obnoxious
without even trying. Not every scene needs comic relief. Some scenes are ruined by
it. But how fun is it for you to sit around waiting for the right moment to have your
character do something silly?</font>
        </p>
        <p>
          <font color="#000000">Another problem is that a lot of what makes some characters
funny is "picking on" other characters. The inept sidekick who always gets his hero
in trouble is an example. So is the Malkavian Vampire who is so nuts that he's constantly
endangering the Masquerade, insulting the Coitere's allies, and throwing cream pies
at the Prince. (I have coined the term "Kendermalkie" to describe him, and all similarly
stupid, invalid, and basically worthless characters. But I'm not bitter.)</font>
        </p>
        <p>
          <font color="#000000">The key to solving all these problems lies in knowing your audience,
and having good timing. If you come by these traits naturally, more power to you.
If you don't, and you want to play a humorous character anyway, then be open to a
lot of feedback. Ask for it. Be ready to listen. Set yourself a limit. Maybe three
times a session, your character can do something monumentally obnoxious, and the rest
of the time he's just low-grade obnoxious. If part of his shtick is using another
character as a springboard, be sure to give that player a break sometimes. Also, make
sure the target of your affections is in on the joke, and wants to play, too. A proper,
stern, honorable knight is a great target for a clowning rogue's insults. But if the
player of the knight is trying to play a noble and admired leader, and the rogue is
constantly undermining his authority, then only one of those two players is probably
having fun. And the Knight probably has Improved Critical.</font>
        </p>
        <h2>
          <font color="#000000">The Quisling</font>
        </h2>
        <p>
          <font color="#000000">Last on my far from exhaustive list is the Quisling. I'm not
using the term in its strictest definition here, by the way. For our purposes, a Quisling
is a character who is working with the PCs, but is also working for their enemies.
There are some good literary examples. Loki, in Norse mythology is a good, solid Quisling.
Sorcha in the movie Willow is another one, though she is really more of a turncoat.
In Star Wars, since I just about can't write a column without referencing Star Wars,
Lando is just about the perfect Quisling. In Empire Strikes Back, he's working for
Darth Vader, only to switch sides later on. </font>
        </p>
        <p>
          <font color="#000000">A Quisling takes a particular kind of game. There need to be
political factions available from the get-go. There probably needs to be an overarching
plot, too. A typical D&amp;D game about a band of adventurers wandering from place
to place, looting ancient tombs probably won't do it. There wouldn't be a good enough
reason to have some enemy place a spy in the party's ranks. But if you add in an ancient
prophecy about a band of Mystical Heroes, you're golden.</font>
        </p>
        <p>
          <font color="#000000">A typical Quisling character needs to be fairly socially adept.
He's going to be lying to the rest of the party for at least part of the game, and
if he can't lie with a straight face, he's in trouble. In games with various forms
of paranormal divination, he probably needs some way to circumvent those methods.
Though, if more than just the Quisling player and the GM are in on the deception,
this might be taken care of in a metagame way. And it might not be an issue at all.
Most people aren't paranoid enough to cast "Detect Alignment" on everyone they meet,
after all. Also, in some groups, the Quisling's non-allied status won't really be
an issue. He might be openly part of one of the other factions, not trying to deceive
the group as to his affiliation at all. In dark, gritty games, politics often makes
for strange bedfellows.</font>
        </p>
        <p>
          <font color="#000000">Beyond his ability to deceive the rest of the group, the Quisling
probably also needs to be useful. The group needs to keep him around, after all. Given
the fact that he's usually going to be a social type character, the rogue, face-man,
information gatherer kind of roles suit him well. Leadership is less of a good idea,
since presumably he's an enemy of the group. A solid fighter is useful, and can either
be social enough to hide his true motives, or just hide them behind a gruff, silent
exterior. And everybody loves an evil wizard, of course. Or an evil decker, or whatever.</font>
        </p>
        <p>
          <font color="#000000">Problems for the Quisling come from a few different areas. The
first one is that there's a general sense in most groups that the PCs are all on the
same side. When one PC betrays the others, it can be very disruptive to group harmony.
Further, as sad as it might be, the feelings of betrayal in game can spill out into
real life. That's mostly a matter of maturity, of course. But it's a matter of maturity
for both the Quisling player and the others. Bragging about it for weeks on end, or
making a habit out of betraying your friends in game are not likely to endear you
to them. Making sure the Quisling's betrayal is part of a good story will also help.
Randomly whacking other PCs doesn't really make the game more dramatic. A carefully
orchestrated plot with just enough clues that the other PCs eventually catch on can
be a lot of fun, even if they don't stop you in time. (Of course, it's probably better
if you have the Quisling decide not to kill them out of foolish sentiment, or something.
Otherwise the game kind of ends early.)</font>
        </p>
        <p>
          <font color="#000000">Ultimately, the Quisling is supposed to try to switch sides
and really become a loyal member of the PC group. Otherwise, he's not really a "heroic"
archetype, and therefore falls outside the scope of this series of articles. Maybe
he's inspired by their nobility, or maybe he falls in love. Maybe he was working for
the bad guys against his will all the time. Then the eventual betrayal of trust becomes
a more dramatic plot point as the Quisling tries to redeem himself and earn back the
group's trust.</font>
        </p>
        <p>
          <font color="#000000">If you've played your role too well, and kept it too secret,
this might prove a problem. I've played turncoat type characters a few times, and
it always worked out, but I've seen it fail badly, too. Having the other players in
on the secret from the beginning obviously makes the transition easy, but it takes
some of the fun out of it. So possibly the best thing is to have the GM be ready to
explain at the proper time. He's generally going to be seen as impartial, and once
it's clear that you have been acting under his direction, most players will be willing
to roll along with the new direction of the plot.</font>
        </p>
        <p>
          <font color="#000000">One of the biggest problems for the Quisling is that to some
degree, he needs knowledge that the GM would rather keep out of the hands of the players.
Presumably, he needs to know at least a little about the bad guys' plans so he can
fulfill his part in them. Depending on exactly why he's doing what he's doing, he
might know a little or a lot.</font>
        </p>
        <p>
          <font color="#000000">So that's the place to start. The GM will need to decide how
much information he's comfortable giving the potential Quisling player, and that will
determine where the Quisling fits into the hierarchy of the bad guys. A really trustworthy
player could end up playing one of the major bad guy's lieutenants, privy to almost
the entire plan. In fact (just to make everyone I GM for paranoid) I'm planning a
game where one of the PCs is destined to turn on the others from the first session.</font>
        </p>
        <p>
          <font color="#000000">But far more common will be low-level Quislings. If the Quisling
is just some expendable agent, maybe even forced to work for the bad guys against
his will, he won't need to know much more than his current instructions. In that case,
it's really just a matter of the GM setting up jobs for him to do, probably no more
than meeting a controller from time to time to make reports.</font>
        </p>
        <p>
          <font color="#000000">Which brings us to the third problem. The Quisling has a built-in
secret that will take some manner of separation of OOC and IC knowledge on the part
of the other players. At the most difficult end of the spectrum, your Quisling might
have active goals that run contrary to the group's, and that he has to act on during
play sessions. In that case, you'll have to rely on the other players to keep IC and
OOC knowledge separate. And you should probably resign yourself to being caught pretty
quickly. There are a few things you can do to keep the game going, though. A fast-talking
Quisling might be able to come up with explinations. A sneaky one might be able to
buy the silence of the PC who caught him with blackmail or bribery. A ruthless one
could just kill the witness, but that's not such a good idea if he's supposed to reform
later on.</font>
        </p>
        <p>
          <font color="#000000">At the easier end, the Quisling might just be a spy, informing
on the group. Then it's all a matter of logistics. If he has to make in-person reports,
he might still get caught. There's still the OOC/IC issue to deal with. If the GM
separates players for private scenes, everyone is suspicious. If he doesn't, everyone
hears the reports.</font>
        </p>
        <p>
          <font color="#000000">Of course, the lack of separation could be used to increase
the drama of the game. If the other players are in on the secret from the beginning,
they can play along. They get the fun of seeing the Quisling's gradual change. Maybe
he starts off by keeping a few secrets from his masters to try to protect the group.
Then eventually he tries to set a trap, or leave completely. It's good roleplaying,
but it's also good entertainment for the rest of the group.</font>
        </p>
        <p>
          <font color="#000000">A last option, in many games, there are covert means of communication:
anything from a magical telepathy spell to just an e-mail. If it's something that
can be done between sessions, the other players never have to see it. That makes the
Quisling's secret a lot easier to maintain. And if you keep logs of his reports, the
other players can read them after the game and bask in the illumination of your sneakiness.
Or, more practically, copies of them might become available as IC knowledge through
any number of events.</font>
        </p>
        <h2>
          <font color="#000000">Conclusions</font>
        </h2>
        <p>
          <font color="#000000">Thus endeth the lesson. At least for the moment. I'm enjoying
doing different character types, so I think next time out I'll start exploring some
different personalities, talking about how to play them and what problems they might
present.</font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=f6b79a9e-d41a-4993-9682-b5814242a183" />
      </body>
      <title>Dial "H" for Hero</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,f6b79a9e-d41a-4993-9682-b5814242a183.aspx</guid>
      <link>http://www.davidgoodner.com/PermaLink,guid,f6b79a9e-d41a-4993-9682-b5814242a183.aspx</link>
      <pubDate>Wed, 17 Mar 2004 17:30:32 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back. This month we're going to finish up this less than
exhaustive look at heroic archetypes. I could probably come up with a few more if
I really wanted to, but I am fresh out of catchy titles for the series.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The archetypes I chose for this installment are all, to one degree
or another, a little problematic. In addition to talking about who they are and what
they do, I'm going to try to offer some advice on how to overcome these problems.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Loyal Retainer&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I was originally going to do the Protector, but I've decided to
expand the archetype a little bit. The Protector was going to be a character dedicated
to the protection of another character. The Loyal Retainer is more general. He might
be a bodyguard, but he could just as easily be a butler, or just about anything else.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Loyal Retainer is the servant of another character, generally
another PC. His role in the group is to help his master in some way. Examples include
Alfred Pennyworth, Tanto, and Lobot, and, of course, Samwise Gamgee. In fact, during
Fellowship of the Ring, just about all of the Fellowship were there to help Frodo,
but Sam in particular saw himself as Frodo's servant, rather than his ally.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Whatever his area of expertise, the Loyal Retainer is a servant.
His primary motivation is often not the same as the rest of the group's. Instead,
his goal is to serve his master, who &lt;i&gt;is&lt;/i&gt; following the group's goal. This can
lead to some interesting roleplay. If the Retainer feels like his master's life is
in danger, he might council his master to turn from his course. When presented with
a choice that endangers his master, but moves closer to the goal, what does the Loyal
Retainer do?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Then there's the whole question of his loyalty. Why is he loyal?
If he's repaying a debt, then what will he do when he feels like he's repaid it? If
he's following a generations-long tradition of service, what if he starts to chafe
under that restriction out in the wide world? If he serves out of admiration for his
master, what if the master proves not to be admirable?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;When you make up your Loyal Retainer, the first step is to figure
out what you'd like him to do. Loyal Retainers come in many types. Almost any kind
of character from the strongest warrior to the cleverest thief could be the servant
or sidekick of another character. Some settings offer a little more support to the
Retainer relationship than others. A game in a medieval fantasy setting has built-in
feudal relationships. A Knight might have a Squire (and in Arthurian literature, the
Squire might be older and wiser than his Knight). A Lord might have vassals. A Wizard
might have an apprentice, but that usually indicates a difference in power levels
that might be a problem. But when you get down to it, whenever people have had societies,
there have been some of them ordering others around, so I can only think of a few
games where a Retainer wouldn't work very well.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The second step is to figure out who he works for. If he's working
for a relatively faceless NPC, then he's not really a Loyal Retainer in the sense
I have in mind. A big part of the Loyal Retainer's character is his constant subservient
relationship. So he needs an employer who will be a constant factor in the game. An
NPC master works well enough, particularly if the GM has an NPC closely associated
with the party. For example, if the game involves escorting the pampered, spoiled
Imperial Princess all over the kingdom, then her personal bodyguard makes a great
PC.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But the real fun is to play the sidekick to a PC. One of my unrealized
dreams back in the late 80's and early 90's was to find a Star Wars game where I could
play the Loyal Retainer to another PC's Young Senatorial, Arrogant Noble, or Retired
Imperial Captain. (Yes, I stole the title of this Archetype from Star Wars. I'd like
to say I only steal from the best, but I don't. I'll steal from anybody) The PC you
choose is important. In fact, this is where the problems start. First, there are in-game
criteria. The "Master" PC needs to be someone who would logically have a retainer,
bodyguard, or whatever. If you want to play a stuffy British Buttler, and nobody else
wants to play a wealthy aristocrat, you might be out of luck. But second, there are
metagame criteria. The player you choose is important. He has to want the relationship.
He also needs to be someone you can trust not to abuse his position. Playing a Retainer
isn't quite as emotionally loaded as playing a love interest, but it's close.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, like so much else, the trick here is to look at these problems
ahead of time and take steps to head them off. Be sure to talk to the GM and the other
player. Make arrangements for what's going to happen if the Retainer needs to leave
the game for some reason. Set some limits on how the master can treat his servant.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(It bothers me that this is starting to sound like a lesson on
BDSM, but only a little.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The master/servant relationship should be established ahead of
time. If you want a kind master who's more like a friend, then be sure the other player
knows that and wants to go along. If you really want to play the competent, cool aide
de camp of a buffoonish fop, then you'll pretty much be out of luck unless someone
wants to play the fop. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If the relationship is going to be particularly bad, like an abusive
master or an ultimately treacherous Retainer, you'll want to hash out some of the
details ahead of time. Discord can be fun, but it can easily get out of hand. Potentially,
it can really disrupt the game. If the GM has a particular storyline in mind, he might
prefer you not to design a traitorous PC, or (more likely, in my experience) he'll
cackle with glee and help you plan the ultimate moment to strike. And if he's smart,
he'll also arrange for some kind of replacement character for you, and something to
soothe the bruised feelings of your fellow PCs.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;For an abusive master, you also need some options. It's possible
to have a subplot you can drop in where the master learns the errors of his ways,
but that depends on the character. If he's a bad master because he's immature and
insensitive, it's pretty easy. If he's bad because he's a sadistic bastard, it's harder.
So you might just want to have a backup character ready in case playing the Retainer
isn't any fun anymore.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Jester&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Comic Relief is a staple of literature for just about as far back
as literature. God thought the perfect counterpoint to darkening the skies, making
the rivers run red with blood, and blighting the crops of Egypt with locust was a
bunch of frogs. Comedy gold. The Jester is a character intended primarily to provide
comic relief. He can be intentionally funny, like a real clown or jester, or unintentionally
funny, because he's stupid or insane. Examples include almost all the classic Comedia
del Arte characters, but Scaramouche and Puncello in particular. Marry, Pippin, and
Gimli were all played for comedy in Peter Jackson's Lord of the Rings adaptations.
C-3PO filled the role in the Star Wars movies.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But the Jester is somewhat harder in a game than in a story, for
several reasons. The first reason is this: &lt;i&gt;You are not as amusing as you think
you are&lt;/i&gt;. Yes, I mean you. Very few people really have the chops to play a humorous
character correctly for a long time. There are a lot of factors. Comic timing takes
practice. What you think is funny may be different than what everybody else thinks
is funny. Sometimes you just have an off night. If you're playing a brooding loner,
that's not a big deal. But if you're playing the zany sidekick, it can be.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The role of "Comic Relief" in a story has to be carefully managed.
Generally, in a serious story, the comic relief is there to relieve tension every
once in a while. But in a game, everybody tends to want to play about the same amount.
It's easy to fall into the trap of having your humorous character become obnoxious
without even trying. Not every scene needs comic relief. Some scenes are ruined by
it. But how fun is it for you to sit around waiting for the right moment to have your
character do something silly?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Another problem is that a lot of what makes some characters funny
is "picking on" other characters. The inept sidekick who always gets his hero in trouble
is an example. So is the Malkavian Vampire who is so nuts that he's constantly endangering
the Masquerade, insulting the Coitere's allies, and throwing cream pies at the Prince.
(I have coined the term "Kendermalkie" to describe him, and all similarly stupid,
invalid, and basically worthless characters. But I'm not bitter.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The key to solving all these problems lies in knowing your audience,
and having good timing. If you come by these traits naturally, more power to you.
If you don't, and you want to play a humorous character anyway, then be open to a
lot of feedback. Ask for it. Be ready to listen. Set yourself a limit. Maybe three
times a session, your character can do something monumentally obnoxious, and the rest
of the time he's just low-grade obnoxious. If part of his shtick is using another
character as a springboard, be sure to give that player a break sometimes. Also, make
sure the target of your affections is in on the joke, and wants to play, too. A proper,
stern, honorable knight is a great target for a clowning rogue's insults. But if the
player of the knight is trying to play a noble and admired leader, and the rogue is
constantly undermining his authority, then only one of those two players is probably
having fun. And the Knight probably has Improved Critical.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Quisling&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Last on my far from exhaustive list is the Quisling. I'm not using
the term in its strictest definition here, by the way. For our purposes, a Quisling
is a character who is working with the PCs, but is also working for their enemies.
There are some good literary examples. Loki, in Norse mythology is a good, solid Quisling.
Sorcha in the movie Willow is another one, though she is really more of a turncoat.
In Star Wars, since I just about can't write a column without referencing Star Wars,
Lando is just about the perfect Quisling. In Empire Strikes Back, he's working for
Darth Vader, only to switch sides later on. &lt;/font&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;A Quisling takes a particular kind of game. There need to be political
factions available from the get-go. There probably needs to be an overarching plot,
too. A typical D&amp;amp;D game about a band of adventurers wandering from place to place,
looting ancient tombs probably won't do it. There wouldn't be a good enough reason
to have some enemy place a spy in the party's ranks. But if you add in an ancient
prophecy about a band of Mystical Heroes, you're golden.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A typical Quisling character needs to be fairly socially adept.
He's going to be lying to the rest of the party for at least part of the game, and
if he can't lie with a straight face, he's in trouble. In games with various forms
of paranormal divination, he probably needs some way to circumvent those methods.
Though, if more than just the Quisling player and the GM are in on the deception,
this might be taken care of in a metagame way. And it might not be an issue at all.
Most people aren't paranoid enough to cast "Detect Alignment" on everyone they meet,
after all. Also, in some groups, the Quisling's non-allied status won't really be
an issue. He might be openly part of one of the other factions, not trying to deceive
the group as to his affiliation at all. In dark, gritty games, politics often makes
for strange bedfellows.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Beyond his ability to deceive the rest of the group, the Quisling
probably also needs to be useful. The group needs to keep him around, after all. Given
the fact that he's usually going to be a social type character, the rogue, face-man,
information gatherer kind of roles suit him well. Leadership is less of a good idea,
since presumably he's an enemy of the group. A solid fighter is useful, and can either
be social enough to hide his true motives, or just hide them behind a gruff, silent
exterior. And everybody loves an evil wizard, of course. Or an evil decker, or whatever.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Problems for the Quisling come from a few different areas. The
first one is that there's a general sense in most groups that the PCs are all on the
same side. When one PC betrays the others, it can be very disruptive to group harmony.
Further, as sad as it might be, the feelings of betrayal in game can spill out into
real life. That's mostly a matter of maturity, of course. But it's a matter of maturity
for both the Quisling player and the others. Bragging about it for weeks on end, or
making a habit out of betraying your friends in game are not likely to endear you
to them. Making sure the Quisling's betrayal is part of a good story will also help.
Randomly whacking other PCs doesn't really make the game more dramatic. A carefully
orchestrated plot with just enough clues that the other PCs eventually catch on can
be a lot of fun, even if they don't stop you in time. (Of course, it's probably better
if you have the Quisling decide not to kill them out of foolish sentiment, or something.
Otherwise the game kind of ends early.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Ultimately, the Quisling is supposed to try to switch sides and
really become a loyal member of the PC group. Otherwise, he's not really a "heroic"
archetype, and therefore falls outside the scope of this series of articles. Maybe
he's inspired by their nobility, or maybe he falls in love. Maybe he was working for
the bad guys against his will all the time. Then the eventual betrayal of trust becomes
a more dramatic plot point as the Quisling tries to redeem himself and earn back the
group's trust.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If you've played your role too well, and kept it too secret, this
might prove a problem. I've played turncoat type characters a few times, and it always
worked out, but I've seen it fail badly, too. Having the other players in on the secret
from the beginning obviously makes the transition easy, but it takes some of the fun
out of it. So possibly the best thing is to have the GM be ready to explain at the
proper time. He's generally going to be seen as impartial, and once it's clear that
you have been acting under his direction, most players will be willing to roll along
with the new direction of the plot.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;One of the biggest problems for the Quisling is that to some degree,
he needs knowledge that the GM would rather keep out of the hands of the players.
Presumably, he needs to know at least a little about the bad guys' plans so he can
fulfill his part in them. Depending on exactly why he's doing what he's doing, he
might know a little or a lot.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So that's the place to start. The GM will need to decide how much
information he's comfortable giving the potential Quisling player, and that will determine
where the Quisling fits into the hierarchy of the bad guys. A really trustworthy player
could end up playing one of the major bad guy's lieutenants, privy to almost the entire
plan. In fact (just to make everyone I GM for paranoid) I'm planning a game where
one of the PCs is destined to turn on the others from the first session.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But far more common will be low-level Quislings. If the Quisling
is just some expendable agent, maybe even forced to work for the bad guys against
his will, he won't need to know much more than his current instructions. In that case,
it's really just a matter of the GM setting up jobs for him to do, probably no more
than meeting a controller from time to time to make reports.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Which brings us to the third problem. The Quisling has a built-in
secret that will take some manner of separation of OOC and IC knowledge on the part
of the other players. At the most difficult end of the spectrum, your Quisling might
have active goals that run contrary to the group's, and that he has to act on during
play sessions. In that case, you'll have to rely on the other players to keep IC and
OOC knowledge separate. And you should probably resign yourself to being caught pretty
quickly. There are a few things you can do to keep the game going, though. A fast-talking
Quisling might be able to come up with explinations. A sneaky one might be able to
buy the silence of the PC who caught him with blackmail or bribery. A ruthless one
could just kill the witness, but that's not such a good idea if he's supposed to reform
later on.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;At the easier end, the Quisling might just be a spy, informing
on the group. Then it's all a matter of logistics. If he has to make in-person reports,
he might still get caught. There's still the OOC/IC issue to deal with. If the GM
separates players for private scenes, everyone is suspicious. If he doesn't, everyone
hears the reports.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Of course, the lack of separation could be used to increase the
drama of the game. If the other players are in on the secret from the beginning, they
can play along. They get the fun of seeing the Quisling's gradual change. Maybe he
starts off by keeping a few secrets from his masters to try to protect the group.
Then eventually he tries to set a trap, or leave completely. It's good roleplaying,
but it's also good entertainment for the rest of the group.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A last option, in many games, there are covert means of communication:
anything from a magical telepathy spell to just an e-mail. If it's something that
can be done between sessions, the other players never have to see it. That makes the
Quisling's secret a lot easier to maintain. And if you keep logs of his reports, the
other players can read them after the game and bask in the illumination of your sneakiness.
Or, more practically, copies of them might become available as IC knowledge through
any number of events.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Conclusions&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Thus endeth the lesson. At least for the moment. I'm enjoying
doing different character types, so I think next time out I'll start exploring some
different personalities, talking about how to play them and what problems they might
present.&lt;/font&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=f6b79a9e-d41a-4993-9682-b5814242a183" /&gt;</description>
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">I almost always lead off my columns by saying "Welcome back,"
and I'm getting really tired of it, but I can't really think of anything better to
say, so... er... welcome back.</font>
        </p>
        <p>
          <font color="#000000">This time out, we continue our discussion of heroic archetypes.
Last time, we covered "Leading Men," the type of character that frequently becomes
the focus of a group in popular fiction. This time we'll round out the group with
some of the "Supporting roles." Of course, in an RPG, things are rarely quite that
simple. Few of the groups I've played in ever really had a clear-cut "Leader," and
generally when they did it wasn't so much because of story focus as because one player
was more charismatic, smarter, or louder than the others. But the division of Leading
Character/Supporting character is useful enough as a division, and sometimes useful
in a more literal sense. For instance, a game of Buffy the Vampire Slayer, played
pretty close to the source material, will almost certainly have a leader in the Slayer
(and some of the other characters I'm about to cover, too). Pendragon also has a built-in
leadership role. In theory, whoever has the highest Glory is in charge. In point of
fact, in every game of Pendragon I've played, the guy with the highest glory went
around acting like he was in charge, while my character actually came up with all
the plans and did all the hard work, but my experiences probably aren't typical.</font>
        </p>
        <p>
          <font color="#000000">So, on with the show.</font>
        </p>
        <h2>
          <font color="#000000">The Wise Elder</font>
        </h2>
        <p>
          <font color="#000000">Merlin, Obi Wan Kenobi, Teaspoon (let's see who gets that one);
the Wise Elder is a classic archetype as old as heroic fiction. He (generally guys)
might lack strength, but more than makes up for it in knowledge. Generally, the Elder
is not the focus of the group, but an advisor. He often has some past ties to whatever
threat the group is facing. Perhaps in younger days he faced it himself, or perhaps
he is part of the cause, and now is trying to make amends by aiding a band of young
heroes.</font>
        </p>
        <p>
          <font color="#000000">Wise Elders come in a variety of packages. Gandalf was an awesomely
powerful being. Merlin wielded knowledge from beyond the realm of man. Teaspoon was
just an old gunfighter, no better than anybody else, just more experienced. The key
factor is wisdom, whether gained through secret knowledge or experience. The Elder
offers his wisdom to the rest of the group, who are often too young and impulsive
to appreciate it.</font>
        </p>
        <p>
          <font color="#000000">In general, his role in the story is not so much to advise,
as to offer a measuring stick by which the primary hero's wisdom is gauged. In the
classic cycle, the brash young hero begins by frequently ignoring his mentor's advice,
and gradually matures until he doesn't need it anymore. Usually, the Elder dies then,
symbolically showing that the Hero has matured.</font>
        </p>
        <p>
          <font color="#000000">The Wise Elder is often a mystic of some kind, which fits into
his role as the provider of wisdom and insight. He can also be a fading master of
a discipline that a younger hero seeks to master, an elder swordsman passing on his
techniques to one last apprentice, for instance.</font>
        </p>
        <p>
          <font color="#000000">The Wise Elder can be a little tricky to bring off in an RPG.
First of all, in general it's hard to start off with a character who is significantly
more skillful than his companions. There are a few solutions to this hurdle. I believe
there was a "grizzled veteran" option, or something along those lines, in one of the
Silhouette games (Jovian Chronicles?). The Unisystem games have the Age and Past Life
Qualities, both of which allow for a character with a lot of skills, but maybe not
so much raw power. I'm also fond of the GM Cooperation method, wherein the GM just
lets you break the rules to make a better character. Obviously that needs to be kept
in check, though.</font>
        </p>
        <p>
          <font color="#000000">A second hurdle is that it's often hard to have one player with
a lot of otherwise secret knowledge. It requires the GM to present all that knowledge
to the player in question, and to make sure he knows what he can reveal and what he
can't. The player then has to work at proper pacing and timing, and probably to cede
a certain amount of control over his character to the GM. And there are grounds for
charges of favoritism from the other players. (And, of course, if the GM is like me,
he may not have a lot of secret knowledge to share anyway since he makes most of it
up as he goes along).</font>
        </p>
        <p>
          <font color="#000000">These are all hurdles that can be overcome through a number
of means. A mature group isn't going to complain about one player getting extra resources
that are designed to be shared. A good player should be able to play his role well.
The most difficult problem might be that the younger characters are too willing to
take the Elder's advice. In literature, the brash young Hero often ignores his mentor's
warnings, but in a game the players will have to be careful about separating their
characters' perceptions from their own. Remember, the characters just see some old
coot who talks a lot. They don't see that the old coot's player gets to read through
the GM's notes before each session.</font>
        </p>
        <h2>
          <font color="#000000">The Reluctant Hero</font>
        </h2>
        <p>
          <font color="#000000">Bilbo Baggins, Philipe the Mouse, Roger Murtaugh; the Reluctant
Heroes of literature are a relatively recent phenomenon. I could probably think up
a few older examples if I really wanted to. The Reluctant Hero, in general, doesn't
want to be a hero. He'd much rather be at home, where it's safe and comfortable, but
something forces him into action, and as long as he's in action, he'll do the best
he can. He's just likely to complain the whole way.</font>
        </p>
        <p>
          <font color="#000000">He's often not motivated by the same things as the rest of the
group. Instead of going on the noble quest to save the world from the clutches of
evil, he might be there in hopes of looting the evil overlord's treasury to pay off
his gambling debts. Or instead, maybe he's got a perverse sense of loyalty to one
of the other characters in the group, and is determined to follow his friend on whatever
"damn fool quest" he's undertaking.</font>
        </p>
        <p>
          <font color="#000000">The Reluctant Hero can fill a lot of roles, but some of the
more charming ones tend to be roguish types. Part of their reluctance comes from a
lack of heroic traits like big muscles and magic swords and ancient destines. The
Reluctant Hero usually approaches the whole business of heroics from something of
a right angle. He's not here to save the world. Saving the world just happens to be
the only way to save his own life (or whatever) so he'll do it. But he'll do it in
the easiest, safest way he can find. Why fight the guards when you can trick them?
Why fight the Guardian of the Magic Dingus when you can sneak past him? Why fight
the bounty hunters when you can run from them?</font>
        </p>
        <p>
          <font color="#000000">But once the chips are down, if he can't figure out a way to
scoop them into his pockets and hide, he'll usually come through. In fact, one common
course is to take an unlikely Reluctant Hero type and have him gradually mature into
a more gallant, noble hero. Some never do, of course, and even those that do often
retain a sort of charming recalcitrance.</font>
        </p>
        <p>
          <font color="#000000">The Reluctant Hero can be a little difficult to play without
some cooperation from the other players. If you're going to try it, be sure to clue
the GM in. He'll need to know that when your character keeps trying to weasel out
of adventure hooks that you're really planning to play along. It'll help if the other
players are in on it, too. And you should probably keep an eye on their reactions.
Like any character played for comic effect, it's easy to cross the line from "funny"
to "bloody annoying."</font>
        </p>
        <h2>
          <font color="#000000">The Love Interest</font>
        </h2>
        <p>
          <font color="#000000">Gwenivere, Dale Arden, Ilsa Laszlo, the love interest can be
every bit as noble and heroic as the next person, but her role in the story is usually
defined by her relationship to another character. Most of them are women, but the
type works for men, too, with a sufficiently active female lead. And hey, I don't
want to offend the homosexuals, either. But pronoun use is going to get really confusing
here if I don't limit some options, so for the most part we'll be talking about ladies
here.</font>
        </p>
        <p>
          <font color="#000000">The classic Love Interest goes along on the hero's quest or
gets involved in his continuing struggle more out of interest in the hero than out
of dedication to the quest. The two aren't necessarily in conflict, of course, but
the dynamic lends an interesting cast to the hero's actions. When the hero goes off
to sacrifice himself, she's the one who wishes he wouldn't go. When the rest of the
world's against him, she's the one who he can turn to. When he can't see any reason
to go on, she provides his inspiration. While his presence motivates her, her presence
also motivates him.</font>
        </p>
        <p>
          <font color="#000000">Beyond that, the Love Interest can take a lot of roles in the
story. In classic pulp and many a comic book, she was mainly there to get captured
and rescued from time to time. But incompetence isn't really a necessity. Princess
Leia was a Love Interest, more or less, and she was as good at shooting stormtroopers
as any of the boys, and she only ever got captured and had to be rescued that one
time. A Love Interest can even have a somewhat adversarial relationship to the hero
and the rest of the group. A Catwoman/Batman cycle of attraction and betrayal has
been part of the Batman mythos for years.</font>
        </p>
        <p>
          <font color="#000000">There's nothing too hard about building stats for a Love Interest.
Since the only necessity for the job is a romantic relationship with another PC, I
can't think of any game system that would make that difficult. (Well, technically
a too-strict interpretation of the Cyberpunk 20.xx rules could, since your character's
romantic life is determined randomly) What can be difficult is establishing the social
dynamic of the role. If you're going to play a romance with another PC, it's very
important that the player of that PC be onboard with it. And if you're making that
a major focus for your character, then it's really important. The rest of the group
might have something to say about it, too. Something like "ick" or "get a room" if
you get out of hand.</font>
        </p>
        <p>
          <font color="#000000">You're making your character very dependent on another PC, so
you need to consider the other PC's background and personality. Your character needs
to fall in love with the other character at some point (maybe during backstory). And
her personality (once again, I'm just using pronouns for convenience here, ok) needs
to mesh with his in such a way as to get the relationship dynamic you want.</font>
        </p>
        <p>
          <font color="#000000">That dynamic doesn't have to be a happy love. In fact, that's
kind of boring. An unrequited love could be fun, either played for humor, or for eventual
tragedy. (or hey, maybe you'll finally win him over) An adversarial relationship can
be very interesting, but kind of hard to arrange in a typical RPG group. A mostly-friendly
rivalry might be a better choice.</font>
        </p>
        <p>
          <font color="#000000">Playing the Love Interest isn't too hard, assuming you can do
the romantic side well enough. Her development path will depend on a lot of outside
factors, and there are several ways you can go. Do you want to play the faithful lover
who's always there for her man, right or wrong? Or how about the initially somewhat
misguided child who gets in over her head and learns that there are more important
things at stake? A "Benidict and Beatrice" type relationship where two characters
seem to hate each other, but fall in love, is lots of fun if you can make it work.
And, of course, your character's romantic plot doesn't have to be the core of her
existence. I've used them much more often as just one hook for a more well-rounded
character.</font>
        </p>
        <h2>
          <font color="#000000">Conclusions</font>
        </h2>
        <p>
          <font color="#000000">Well, we're not done quite yet. I have three more "Supporting
Heroes" to discuss next time: The Protector, The Jester, and The Quisling. See you
then. (I hope I can come up with yet another good title with "Hero" in it by then.)</font>
        </p>
        <p>
          <font color="#000000">
          </font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=8ab166cc-2832-4edc-9380-2fb8e4b860a7" />
      </body>
      <title>We Don't Need Another Hero (well, maybe just one more)</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,8ab166cc-2832-4edc-9380-2fb8e4b860a7.aspx</guid>
      <link>http://www.davidgoodner.com/PermaLink,guid,8ab166cc-2832-4edc-9380-2fb8e4b860a7.aspx</link>
      <pubDate>Wed, 24 Dec 2003 17:29:13 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;I almost always lead off my columns by saying "Welcome back,"
and I'm getting really tired of it, but I can't really think of anything better to
say, so... er... welcome back.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This time out, we continue our discussion of heroic archetypes.
Last time, we covered "Leading Men," the type of character that frequently becomes
the focus of a group in popular fiction. This time we'll round out the group with
some of the "Supporting roles." Of course, in an RPG, things are rarely quite that
simple. Few of the groups I've played in ever really had a clear-cut "Leader," and
generally when they did it wasn't so much because of story focus as because one player
was more charismatic, smarter, or louder than the others. But the division of Leading
Character/Supporting character is useful enough as a division, and sometimes useful
in a more literal sense. For instance, a game of Buffy the Vampire Slayer, played
pretty close to the source material, will almost certainly have a leader in the Slayer
(and some of the other characters I'm about to cover, too). Pendragon also has a built-in
leadership role. In theory, whoever has the highest Glory is in charge. In point of
fact, in every game of Pendragon I've played, the guy with the highest glory went
around acting like he was in charge, while my character actually came up with all
the plans and did all the hard work, but my experiences probably aren't typical.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, on with the show.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Wise Elder&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Merlin, Obi Wan Kenobi, Teaspoon (let's see who gets that one);
the Wise Elder is a classic archetype as old as heroic fiction. He (generally guys)
might lack strength, but more than makes up for it in knowledge. Generally, the Elder
is not the focus of the group, but an advisor. He often has some past ties to whatever
threat the group is facing. Perhaps in younger days he faced it himself, or perhaps
he is part of the cause, and now is trying to make amends by aiding a band of young
heroes.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Wise Elders come in a variety of packages. Gandalf was an awesomely
powerful being. Merlin wielded knowledge from beyond the realm of man. Teaspoon was
just an old gunfighter, no better than anybody else, just more experienced. The key
factor is wisdom, whether gained through secret knowledge or experience. The Elder
offers his wisdom to the rest of the group, who are often too young and impulsive
to appreciate it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In general, his role in the story is not so much to advise, as
to offer a measuring stick by which the primary hero's wisdom is gauged. In the classic
cycle, the brash young hero begins by frequently ignoring his mentor's advice, and
gradually matures until he doesn't need it anymore. Usually, the Elder dies then,
symbolically showing that the Hero has matured.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Wise Elder is often a mystic of some kind, which fits into
his role as the provider of wisdom and insight. He can also be a fading master of
a discipline that a younger hero seeks to master, an elder swordsman passing on his
techniques to one last apprentice, for instance.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Wise Elder can be a little tricky to bring off in an RPG.
First of all, in general it's hard to start off with a character who is significantly
more skillful than his companions. There are a few solutions to this hurdle. I believe
there was a "grizzled veteran" option, or something along those lines, in one of the
Silhouette games (Jovian Chronicles?). The Unisystem games have the Age and Past Life
Qualities, both of which allow for a character with a lot of skills, but maybe not
so much raw power. I'm also fond of the GM Cooperation method, wherein the GM just
lets you break the rules to make a better character. Obviously that needs to be kept
in check, though.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A second hurdle is that it's often hard to have one player with
a lot of otherwise secret knowledge. It requires the GM to present all that knowledge
to the player in question, and to make sure he knows what he can reveal and what he
can't. The player then has to work at proper pacing and timing, and probably to cede
a certain amount of control over his character to the GM. And there are grounds for
charges of favoritism from the other players. (And, of course, if the GM is like me,
he may not have a lot of secret knowledge to share anyway since he makes most of it
up as he goes along).&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;These are all hurdles that can be overcome through a number of
means. A mature group isn't going to complain about one player getting extra resources
that are designed to be shared. A good player should be able to play his role well.
The most difficult problem might be that the younger characters are too willing to
take the Elder's advice. In literature, the brash young Hero often ignores his mentor's
warnings, but in a game the players will have to be careful about separating their
characters' perceptions from their own. Remember, the characters just see some old
coot who talks a lot. They don't see that the old coot's player gets to read through
the GM's notes before each session.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Reluctant Hero&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Bilbo Baggins, Philipe the Mouse, Roger Murtaugh; the Reluctant
Heroes of literature are a relatively recent phenomenon. I could probably think up
a few older examples if I really wanted to. The Reluctant Hero, in general, doesn't
want to be a hero. He'd much rather be at home, where it's safe and comfortable, but
something forces him into action, and as long as he's in action, he'll do the best
he can. He's just likely to complain the whole way.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;He's often not motivated by the same things as the rest of the
group. Instead of going on the noble quest to save the world from the clutches of
evil, he might be there in hopes of looting the evil overlord's treasury to pay off
his gambling debts. Or instead, maybe he's got a perverse sense of loyalty to one
of the other characters in the group, and is determined to follow his friend on whatever
"damn fool quest" he's undertaking.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Reluctant Hero can fill a lot of roles, but some of the more
charming ones tend to be roguish types. Part of their reluctance comes from a lack
of heroic traits like big muscles and magic swords and ancient destines. The Reluctant
Hero usually approaches the whole business of heroics from something of a right angle.
He's not here to save the world. Saving the world just happens to be the only way
to save his own life (or whatever) so he'll do it. But he'll do it in the easiest,
safest way he can find. Why fight the guards when you can trick them? Why fight the
Guardian of the Magic Dingus when you can sneak past him? Why fight the bounty hunters
when you can run from them?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But once the chips are down, if he can't figure out a way to scoop
them into his pockets and hide, he'll usually come through. In fact, one common course
is to take an unlikely Reluctant Hero type and have him gradually mature into a more
gallant, noble hero. Some never do, of course, and even those that do often retain
a sort of charming recalcitrance.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Reluctant Hero can be a little difficult to play without some
cooperation from the other players. If you're going to try it, be sure to clue the
GM in. He'll need to know that when your character keeps trying to weasel out of adventure
hooks that you're really planning to play along. It'll help if the other players are
in on it, too. And you should probably keep an eye on their reactions. Like any character
played for comic effect, it's easy to cross the line from "funny" to "bloody annoying."&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Love Interest&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Gwenivere, Dale Arden, Ilsa Laszlo, the love interest can be every
bit as noble and heroic as the next person, but her role in the story is usually defined
by her relationship to another character. Most of them are women, but the type works
for men, too, with a sufficiently active female lead. And hey, I don't want to offend
the homosexuals, either. But pronoun use is going to get really confusing here if
I don't limit some options, so for the most part we'll be talking about ladies here.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The classic Love Interest goes along on the hero's quest or gets
involved in his continuing struggle more out of interest in the hero than out of dedication
to the quest. The two aren't necessarily in conflict, of course, but the dynamic lends
an interesting cast to the hero's actions. When the hero goes off to sacrifice himself,
she's the one who wishes he wouldn't go. When the rest of the world's against him,
she's the one who he can turn to. When he can't see any reason to go on, she provides
his inspiration. While his presence motivates her, her presence also motivates him.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Beyond that, the Love Interest can take a lot of roles in the
story. In classic pulp and many a comic book, she was mainly there to get captured
and rescued from time to time. But incompetence isn't really a necessity. Princess
Leia was a Love Interest, more or less, and she was as good at shooting stormtroopers
as any of the boys, and she only ever got captured and had to be rescued that one
time. A Love Interest can even have a somewhat adversarial relationship to the hero
and the rest of the group. A Catwoman/Batman cycle of attraction and betrayal has
been part of the Batman mythos for years.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There's nothing too hard about building stats for a Love Interest.
Since the only necessity for the job is a romantic relationship with another PC, I
can't think of any game system that would make that difficult. (Well, technically
a too-strict interpretation of the Cyberpunk 20.xx rules could, since your character's
romantic life is determined randomly) What can be difficult is establishing the social
dynamic of the role. If you're going to play a romance with another PC, it's very
important that the player of that PC be onboard with it. And if you're making that
a major focus for your character, then it's really important. The rest of the group
might have something to say about it, too. Something like "ick" or "get a room" if
you get out of hand.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;You're making your character very dependent on another PC, so
you need to consider the other PC's background and personality. Your character needs
to fall in love with the other character at some point (maybe during backstory). And
her personality (once again, I'm just using pronouns for convenience here, ok) needs
to mesh with his in such a way as to get the relationship dynamic you want.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That dynamic doesn't have to be a happy love. In fact, that's
kind of boring. An unrequited love could be fun, either played for humor, or for eventual
tragedy. (or hey, maybe you'll finally win him over) An adversarial relationship can
be very interesting, but kind of hard to arrange in a typical RPG group. A mostly-friendly
rivalry might be a better choice.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Playing the Love Interest isn't too hard, assuming you can do
the romantic side well enough. Her development path will depend on a lot of outside
factors, and there are several ways you can go. Do you want to play the faithful lover
who's always there for her man, right or wrong? Or how about the initially somewhat
misguided child who gets in over her head and learns that there are more important
things at stake? A "Benidict and Beatrice" type relationship where two characters
seem to hate each other, but fall in love, is lots of fun if you can make it work.
And, of course, your character's romantic plot doesn't have to be the core of her
existence. I've used them much more often as just one hook for a more well-rounded
character.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Conclusions&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Well, we're not done quite yet. I have three more "Supporting
Heroes" to discuss next time: The Protector, The Jester, and The Quisling. See you
then. (I hope I can come up with yet another good title with "Hero" in it by then.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Welcome back. Sorry for the delay. I moved last month, and found
out I had a lot more stuff than I thought I did. Things were crazy, but now they're
more or less back to normal.</font>
        </p>
        <p>
          <font color="#000000">So, last time we discussed various villainous archetypes. This
time out, we'll talk about heroes. Like last time, I'm breaking my discussion of heroes
into two parts. The similarities end there, though. I'm not so concerned with "realistic"
heroic archetypes. They aren't so easy to pin down as the villainous ones, since most
people can be heroes in the right circumstances, and there aren't really obvious psychological
traits to distinguish them. I'm going to concentrate for now on more literary Heroic
archetypes.</font>
        </p>
        <p>
          <font color="#000000">Heroes tend to be a lot different than villains. "Well, duh,"
you say. But the big difference might not be the one you expect. What really tends
to separate the heroes from the villains in practical terms is that villains tend
to be pro-active, while heroes tend to be reactive. This is one of the enduring conventions
of storytelling. In general, the "good guy" is the Protagonist of a story. That leaves
the role of the Antagonist to the "bad guy." And all it takes to be an Antagonist,
when you get right down to it, is to cause the conflict that drives the plot.</font>
        </p>
        <p>
          <font color="#000000">So, like villains, heroes are defined by their motivations,
but those motivations are often imposed from outside. The ultimate villain wants to
destroy the world, which he can start doing any time it strikes his fancy. The ultimate
hero wants to save the world, which he can only really do once someone has started
to try to destroy it.</font>
        </p>
        <p>
          <font color="#000000">My first offering of Heroic Archetypes is going to be the "Leading
Men." Leading Ladies are fine, too. And, in fact, any of these archetypes might just
as easily fill a supporting role in the party. Gaming tends to be a lot more ensemble
driven than some genre fiction, since each player probably wants his chance for center
stage. In the literature from which gaming takes its inspiration, though, these heroes
will tend to be the leaders or central figures:</font>
        </p>
        <h2>
          <font color="#000000">The Chosen One</font>
        </h2>
        <p>
          <font color="#000000">The Chosen One has a destiny thrust upon him, usually accompanied
by some sort of special abilities to allow him to face it. Often, his destiny is also
a doom, and even with his new power, he can fulfill it only in his own death.</font>
        </p>
        <p>
          <font color="#000000">A Chosen One is intimately tied to the plot of his story. He's
generally Chosen to defeat the primary antagonist. How he was Chosen can vary. Luke
Skywalker was Chosen because of his heritage. The force was strong in the Skywalker
line, and he was its scion. Buffy Summers was just chosen pretty much at random. Only
the "Earnest" movies present a less likely hero than Buffy at the beginning of her
career as a hero. Hal Jordan (Green Lantern for those of you who aren't comics geeks)
was Chosen because of his personality.</font>
        </p>
        <p>
          <font color="#000000">One interesting variant of the Chosen One is a character I like
to call the Nexus. They're very common in Anime. The Nexus is usually a fairly weak
character, surrounded by much more competent ones, but is possessed of a power that
is absolutely crucial to the team's success. Unfortunately, most of the time this
power isn't very useful in day-to-day activities.</font>
        </p>
        <p>
          <font color="#000000">The Chosen One usually begins the game fairly inexperienced.
It's his destiny, not his training or skills, that make him important. But he grows
in power quickly. This can be hard to simulate in an RPG where advancement is more
or less the same for everybody. If your GM is up for it, it's possible to just ignore
normal character advancement rules. I've done that a couple of times, and it works
great if all the players are onboard. If not, you can usually do a decent job by taking
high level powers with relatively low skills.</font>
        </p>
        <p>
          <font color="#000000">To play the Chosen One, you're going to have to have the GM
on your side anyway. There has to be room for a Chosen One in his game. Some games
just aren't appropriate. A Chosen One is almost mandatory in a Buffy: the Vampire
Slayer game. A Chosen One in a Delta Green game might be a little odd.</font>
        </p>
        <p>
          <font color="#000000">The Nexus variation is easier to work around, and can be a really
fun challenge to play. You need to have a somewhat forgiving system, and be ready
to deal creatively with dangerous situations. It's easy to smite Stormtroopers with
the Force. It's harder to figure out how you'll fight off a horde of demons when you
have the power to either do nothing in particular, or open all the barriers to all
the dimensions surrounding earth.</font>
        </p>
        <p>
          <font color="#000000">In general, Chosen Ones are warrior types. They almost always
have mystical abilities of some kind, and in general what those abilities are good
for is smiting Evil. Beyond their mystical powers, many Chosen Ones are fairly limited.
Some aren't, though. As they grow in power, they can grow in a lot of areas as easily
as in just one.</font>
        </p>
        <p>
          <font color="#000000">A Chosen One usually has a fairly predictable path of personality
development, not unlike the classic stages of grief. There's usually some disbelief,
some resistance, then an embracing of the destiny and a gradual growth in wisdom and
power. A Chosen One frequently has a mentor, and that mentor's death often marks a
turning point.</font>
        </p>
        <p>
          <font color="#000000">The Chosen One is almost certainly the central character in
the group. His destiny is probably what brings the group together, and none of them
can succeed without him. In a game, this can be a little of a problem, unless everyone
is on board. The characters can believe or not believe as they choose, but it's important
that the players are willing to take supporting roles.</font>
        </p>
        <p>
          <font color="#000000">Of course, one easy solution is to have a group of "Chosen Ones."
If every character is visited by fickle destiny, then everyone is on equal footing
again.</font>
        </p>
        <p>
          <font color="#000000">The one big problem with a Chosen One is that eventually he's
going to get around to doing what he was Chosen to do, unless his destiny is ongoing,
like "fighting the demons and the vampires and stopping the spread of their numbers."
After that, he either needs to find something else to do, or he's just going to sit
on his hands for the rest of the game. In a close-ended campaign, that's no problem.
In a long-running game, you've got to make some preparations. The Star Wars Expanded
Universe material dealt with this pretty well. Luke was Chosen to defeat the Emperor.
After that, he had to find a new purpose, and found it in rebuilding the Jedi order.
The skills he'd learned as a warrior didn't always serve him, and he had to learn
new ones.</font>
        </p>
        <p>
          <font color="#000000">There are lots of Chosen Ones in literature to use as examples:
Luke Skywalker, Neo, Buffy. Moving into some older material, King Arthur could claim
the title, as could the judge Gideon from the Book of Judges. A pretty good example
of the Nexus (even though she's not the main hero) is Melfina from Outlaw Star. She's
the navigation module of the ship, which allows the other characters to fly the ship,
but isn't too useful elsewhere. Dawn from Buffy: the Vampire Slayer is another good
example. As the Key, she was the most powerful being on the planet, but her power
didn't really help her.</font>
        </p>
        <h2>
          <font color="#000000">The Questing Hero</font>
        </h2>
        <p>
          <font color="#000000">Where the Chosen One was chosen passively, the Questing Hero
chose his role himself. He has a driving goal that makes him walk the path of a Hero.
His Quest is the focus of his life, and possibly his death.</font>
        </p>
        <p>
          <font color="#000000">The first question for the Questing Hero is "What?" What is
his Quest? What does he have to do? That will almost certainly be up to the GM, and
will quite likely be a driving force in the game. Quests come in two main flavors:
close-ended and open-ended. "Avenge the death of my father at the hands of the Six-fingered
Man" is close-ended. Even if the player decides to keep the Six-fingered Man alive
through healing magic and torture him for decades, the quest is pretty well over after
the first half-hour or so of screaming. "Fight crime in Gotham" is open-ended, particularly
since the GM is likely to come up with a string of increasingly bizarre bad guys to
commit crimes, and have old ones break out of prison every so often.</font>
        </p>
        <p>
          <font color="#000000">The nature of the Quest presents the same problems a Chosen
One's destiny might. If it's close-ended, it needs to be worked into the game's timeframe.
If the game will last longer than the Quest, the player needs to figure out what he'll
do when it's over. Lots of Questing Heroes want to retire after they do their great
deed. Retired PCs aren't much fun, though.</font>
        </p>
        <p>
          <font color="#000000">The second question is "Why?" The Chosen One's motivation is
usually to reconcile with a destiny he never asked for. But usually a Questing Hero
did ask for his, or at least had it thrust upon him as a direct consequence of his
actions. He may have decided to pay a blood debt, or he may have to accomplish his
quest to atone for a crime. Or he might just really want whatever he's Questing for.
This last kind of Questing Hero can easily become a villain, depending on how far
he'll go in pursuit of his goals.</font>
        </p>
        <p>
          <font color="#000000">Those two questions will lead to the "How" that is pretty much
what the game is all about. </font>
        </p>
        <p>
          <font color="#000000">Questing Heroes are more likely to be seasoned and competent
than Chosen Ones. Young, inexperienced heroes can take up Quests, but so can experienced
adventurers. Since the Quest is usually a choice, even inexperienced Heroes usually
have time to train and prepare for their roles.</font>
        </p>
        <p>
          <font color="#000000">Again, warriors are typical. That's largely because warriors
are the traditional heroes of genre fiction. But a warrior makes a good lynchpin for
a group anyway. Combat is something exciting that everyone can participate in, and
a dedicated warrior needs help from a lot of other adventurers with varied skills,
giving everyone else a good chance to shine. Besides, most Quests come down to the
simple instructions of "go somewhere and kill someone."</font>
        </p>
        <p>
          <font color="#000000">A Questing Hero could have special powers, but he could just
as easily have none. Sometimes, one aspect of his quest is to acquire a power he needs
to defeat some enemy. Usually, the Questing Hero doesn't present the same advancement
problems that the Chosen One does. He's less tied to the supernatural, and the ties
he has aren't usually as prodigious.</font>
        </p>
        <p>
          <font color="#000000">Like the Chosen One, a Questing Hero can easily be the focus
of a group. He's likely to deliberately hire or ally with the other PCs, rather than
meeting them through chance or being found by them. He's a little easier to put into
a secondary role, though.</font>
        </p>
        <p>
          <font color="#000000">The Questing Hero can develop in a number of ways. Unlike the
Chosen One, the Questing Hero has nothing really holding him to his Quest but his
own will. There might be negative consequences if he fails or quits, but he can choose
to suffer those consequences. The Quest is likely to be difficult, arduous, and dangerous.
In pursuit of it, the Questing Hero will have to risk other things. You're a lot freer
to play with the consequences of the Quest than you are with a Chosen One.</font>
        </p>
        <p>
          <font color="#000000">There are plenty of examples of Questing Heroes. I've already
alluded to Batman and his crusade on Gotham's criminals. Robin Hood had his Quest
to restore King Richard. Aurealeus Pendragon, with his quest to unite Britain, is
a very proactive Questing Hero. Perseus, of Greek myth, could be argued either way.</font>
        </p>
        <h2>
          <font color="#000000">The Sympathetic Monster</font>
        </h2>
        <p>
          <font color="#000000">The Sympathetic Monster is a traditionally evil character in
the service of good, or one thought to be evil even though he's not. He's nobler for
his isolation, and for the fact that few of those he helps will ever appreciate it.</font>
        </p>
        <p>
          <font color="#000000">Of the three types I list here, the Sympathetic Monster could
be the most varied, and the one most easily shifted to a supporting role. There are
three main types, with plenty of room for customization. The first is the truly reformed
bad guy. Vampires are very popular these days. Through his own choice, or otherwise,
he has done terrible things, and now he wants to atone for his sins. Perhaps he has
a true chance for redemption, a curse that can be lifted. Or perhaps he just plans
to live out his days in constant attempts to do good.</font>
        </p>
        <p>
          <font color="#000000">The second type is a character who looks like a monster, but
is noble within his soul. His inner goodness is contrasted with an outwardly evil
form. The world expects him to be evil, and he does good anyway.</font>
        </p>
        <p>
          <font color="#000000">The third is a normal character with a curse that turns him
into a monster temporarily, like a werewolf. His greatest adversary is himself, and
he has to either defeat it, or somehow reconcile with it. Often, he quests for a cure,
or simply travels, forced to move from place to place as his curse destroys one home
after another.</font>
        </p>
        <p>
          <font color="#000000">No matter what, the monster has a hard road ahead. He'll be
met with distrust, fear, and violence by the very people he's trying to protect. The
forces of evil will treat him more viciously still, or else constantly try to tempt
him to embrace his dark side. And after he suffers betrayal upon betrayal, he'll start
to think they have a point.</font>
        </p>
        <p>
          <font color="#000000">Like the other two archetypes in this column, most of the Sympathetic
Monsters I can think of are fighter types. They often have supernatural abilities
as a result of their monstrous natures. Frequently, these abilities come at a cost.
A vampire has supernatural strength and senses, and other powers besides, but only
because he's a bloodthirsty predator. And often, he courts the chance that he'll lose
control over his thirst by using his powers.</font>
        </p>
        <p>
          <font color="#000000">If the game has a place for Sympathetic Monsters, they don't
usually present any mechanical difficulties. They can be expensive characters, though.
Usually what sets the monster apart is a hefty chunk of powers beyond mortal ken.</font>
        </p>
        <p>
          <font color="#000000">The Sympathetic Monster is one of my favorite characters to
play. He has to struggle to do things the other heroes take for granted. Every relationship
he has is infinitely precious because it's so fragile, and was so hard-won. His moral
decisions all seem more important, too. He might have vicious animal instincts, or
sadistic urges. When he fights, is he fighting too viciously? When he intimidates
enemies, is he stepping over the line into cruelty? How long will he be able to keep
up the good fight in a world that will never appreciate him?</font>
        </p>
        <p>
          <font color="#000000">Examples abound in our age of tragically hip anti-heroes. Angel,
and before him Nick Knight, represent the reformed monster. Vincent, from Beauty and
the Beast, and the Fantastic Four's Thing are good examples of the second type. The
Hulk, or almost any werewolf, are good examples of the third. The classics don't have
as many examples, as the idea of looking for the good within evil is comparatively
new.</font>
        </p>
        <h2>
          <font color="#000000">Conclusion</font>
        </h2>
        <p>
          <font color="#000000">That's it for this installment. There's still plenty of room
for more. Next time out, I'll discuss some "Supporting Cast" roles. If I think of
some more, this series might get stretched out to three columns.</font>
        </p>
        <p>
          <font color="#000000">See you next time.</font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=612a07e8-5955-4a36-8ea1-7f660fe71aad" />
      </body>
      <title>I Need a Hero</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,612a07e8-5955-4a36-8ea1-7f660fe71aad.aspx</guid>
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      <pubDate>Wed, 19 Nov 2003 17:26:06 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back. Sorry for the delay. I moved last month, and found
out I had a lot more stuff than I thought I did. Things were crazy, but now they're
more or less back to normal.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, last time we discussed various villainous archetypes. This
time out, we'll talk about heroes. Like last time, I'm breaking my discussion of heroes
into two parts. The similarities end there, though. I'm not so concerned with "realistic"
heroic archetypes. They aren't so easy to pin down as the villainous ones, since most
people can be heroes in the right circumstances, and there aren't really obvious psychological
traits to distinguish them. I'm going to concentrate for now on more literary Heroic
archetypes.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Heroes tend to be a lot different than villains. "Well, duh,"
you say. But the big difference might not be the one you expect. What really tends
to separate the heroes from the villains in practical terms is that villains tend
to be pro-active, while heroes tend to be reactive. This is one of the enduring conventions
of storytelling. In general, the "good guy" is the Protagonist of a story. That leaves
the role of the Antagonist to the "bad guy." And all it takes to be an Antagonist,
when you get right down to it, is to cause the conflict that drives the plot.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, like villains, heroes are defined by their motivations, but
those motivations are often imposed from outside. The ultimate villain wants to destroy
the world, which he can start doing any time it strikes his fancy. The ultimate hero
wants to save the world, which he can only really do once someone has started to try
to destroy it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;My first offering of Heroic Archetypes is going to be the "Leading
Men." Leading Ladies are fine, too. And, in fact, any of these archetypes might just
as easily fill a supporting role in the party. Gaming tends to be a lot more ensemble
driven than some genre fiction, since each player probably wants his chance for center
stage. In the literature from which gaming takes its inspiration, though, these heroes
will tend to be the leaders or central figures:&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Chosen One&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Chosen One has a destiny thrust upon him, usually accompanied
by some sort of special abilities to allow him to face it. Often, his destiny is also
a doom, and even with his new power, he can fulfill it only in his own death.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A Chosen One is intimately tied to the plot of his story. He's
generally Chosen to defeat the primary antagonist. How he was Chosen can vary. Luke
Skywalker was Chosen because of his heritage. The force was strong in the Skywalker
line, and he was its scion. Buffy Summers was just chosen pretty much at random. Only
the "Earnest" movies present a less likely hero than Buffy at the beginning of her
career as a hero. Hal Jordan (Green Lantern for those of you who aren't comics geeks)
was Chosen because of his personality.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;One interesting variant of the Chosen One is a character I like
to call the Nexus. They're very common in Anime. The Nexus is usually a fairly weak
character, surrounded by much more competent ones, but is possessed of a power that
is absolutely crucial to the team's success. Unfortunately, most of the time this
power isn't very useful in day-to-day activities.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Chosen One usually begins the game fairly inexperienced. It's
his destiny, not his training or skills, that make him important. But he grows in
power quickly. This can be hard to simulate in an RPG where advancement is more or
less the same for everybody. If your GM is up for it, it's possible to just ignore
normal character advancement rules. I've done that a couple of times, and it works
great if all the players are onboard. If not, you can usually do a decent job by taking
high level powers with relatively low skills.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;To play the Chosen One, you're going to have to have the GM on
your side anyway. There has to be room for a Chosen One in his game. Some games just
aren't appropriate. A Chosen One is almost mandatory in a Buffy: the Vampire Slayer
game. A Chosen One in a Delta Green game might be a little odd.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Nexus variation is easier to work around, and can be a really
fun challenge to play. You need to have a somewhat forgiving system, and be ready
to deal creatively with dangerous situations. It's easy to smite Stormtroopers with
the Force. It's harder to figure out how you'll fight off a horde of demons when you
have the power to either do nothing in particular, or open all the barriers to all
the dimensions surrounding earth.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In general, Chosen Ones are warrior types. They almost always
have mystical abilities of some kind, and in general what those abilities are good
for is smiting Evil. Beyond their mystical powers, many Chosen Ones are fairly limited.
Some aren't, though. As they grow in power, they can grow in a lot of areas as easily
as in just one.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A Chosen One usually has a fairly predictable path of personality
development, not unlike the classic stages of grief. There's usually some disbelief,
some resistance, then an embracing of the destiny and a gradual growth in wisdom and
power. A Chosen One frequently has a mentor, and that mentor's death often marks a
turning point.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Chosen One is almost certainly the central character in the
group. His destiny is probably what brings the group together, and none of them can
succeed without him. In a game, this can be a little of a problem, unless everyone
is on board. The characters can believe or not believe as they choose, but it's important
that the players are willing to take supporting roles.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Of course, one easy solution is to have a group of "Chosen Ones."
If every character is visited by fickle destiny, then everyone is on equal footing
again.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The one big problem with a Chosen One is that eventually he's
going to get around to doing what he was Chosen to do, unless his destiny is ongoing,
like "fighting the demons and the vampires and stopping the spread of their numbers."
After that, he either needs to find something else to do, or he's just going to sit
on his hands for the rest of the game. In a close-ended campaign, that's no problem.
In a long-running game, you've got to make some preparations. The Star Wars Expanded
Universe material dealt with this pretty well. Luke was Chosen to defeat the Emperor.
After that, he had to find a new purpose, and found it in rebuilding the Jedi order.
The skills he'd learned as a warrior didn't always serve him, and he had to learn
new ones.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are lots of Chosen Ones in literature to use as examples:
Luke Skywalker, Neo, Buffy. Moving into some older material, King Arthur could claim
the title, as could the judge Gideon from the Book of Judges. A pretty good example
of the Nexus (even though she's not the main hero) is Melfina from Outlaw Star. She's
the navigation module of the ship, which allows the other characters to fly the ship,
but isn't too useful elsewhere. Dawn from Buffy: the Vampire Slayer is another good
example. As the Key, she was the most powerful being on the planet, but her power
didn't really help her.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Questing Hero&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Where the Chosen One was chosen passively, the Questing Hero chose
his role himself. He has a driving goal that makes him walk the path of a Hero. His
Quest is the focus of his life, and possibly his death.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The first question for the Questing Hero is "What?" What is his
Quest? What does he have to do? That will almost certainly be up to the GM, and will
quite likely be a driving force in the game. Quests come in two main flavors: close-ended
and open-ended. "Avenge the death of my father at the hands of the Six-fingered Man"
is close-ended. Even if the player decides to keep the Six-fingered Man alive through
healing magic and torture him for decades, the quest is pretty well over after the
first half-hour or so of screaming. "Fight crime in Gotham" is open-ended, particularly
since the GM is likely to come up with a string of increasingly bizarre bad guys to
commit crimes, and have old ones break out of prison every so often.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The nature of the Quest presents the same problems a Chosen One's
destiny might. If it's close-ended, it needs to be worked into the game's timeframe.
If the game will last longer than the Quest, the player needs to figure out what he'll
do when it's over. Lots of Questing Heroes want to retire after they do their great
deed. Retired PCs aren't much fun, though.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The second question is "Why?" The Chosen One's motivation is usually
to reconcile with a destiny he never asked for. But usually a Questing Hero did ask
for his, or at least had it thrust upon him as a direct consequence of his actions.
He may have decided to pay a blood debt, or he may have to accomplish his quest to
atone for a crime. Or he might just really want whatever he's Questing for. This last
kind of Questing Hero can easily become a villain, depending on how far he'll go in
pursuit of his goals.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Those two questions will lead to the "How" that is pretty much
what the game is all about. &lt;/font&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Questing Heroes are more likely to be seasoned and competent than
Chosen Ones. Young, inexperienced heroes can take up Quests, but so can experienced
adventurers. Since the Quest is usually a choice, even inexperienced Heroes usually
have time to train and prepare for their roles.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Again, warriors are typical. That's largely because warriors are
the traditional heroes of genre fiction. But a warrior makes a good lynchpin for a
group anyway. Combat is something exciting that everyone can participate in, and a
dedicated warrior needs help from a lot of other adventurers with varied skills, giving
everyone else a good chance to shine. Besides, most Quests come down to the simple
instructions of "go somewhere and kill someone."&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A Questing Hero could have special powers, but he could just as
easily have none. Sometimes, one aspect of his quest is to acquire a power he needs
to defeat some enemy. Usually, the Questing Hero doesn't present the same advancement
problems that the Chosen One does. He's less tied to the supernatural, and the ties
he has aren't usually as prodigious.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Like the Chosen One, a Questing Hero can easily be the focus of
a group. He's likely to deliberately hire or ally with the other PCs, rather than
meeting them through chance or being found by them. He's a little easier to put into
a secondary role, though.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Questing Hero can develop in a number of ways. Unlike the
Chosen One, the Questing Hero has nothing really holding him to his Quest but his
own will. There might be negative consequences if he fails or quits, but he can choose
to suffer those consequences. The Quest is likely to be difficult, arduous, and dangerous.
In pursuit of it, the Questing Hero will have to risk other things. You're a lot freer
to play with the consequences of the Quest than you are with a Chosen One.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are plenty of examples of Questing Heroes. I've already
alluded to Batman and his crusade on Gotham's criminals. Robin Hood had his Quest
to restore King Richard. Aurealeus Pendragon, with his quest to unite Britain, is
a very proactive Questing Hero. Perseus, of Greek myth, could be argued either way.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Sympathetic Monster&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Sympathetic Monster is a traditionally evil character in the
service of good, or one thought to be evil even though he's not. He's nobler for his
isolation, and for the fact that few of those he helps will ever appreciate it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Of the three types I list here, the Sympathetic Monster could
be the most varied, and the one most easily shifted to a supporting role. There are
three main types, with plenty of room for customization. The first is the truly reformed
bad guy. Vampires are very popular these days. Through his own choice, or otherwise,
he has done terrible things, and now he wants to atone for his sins. Perhaps he has
a true chance for redemption, a curse that can be lifted. Or perhaps he just plans
to live out his days in constant attempts to do good.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The second type is a character who looks like a monster, but is
noble within his soul. His inner goodness is contrasted with an outwardly evil form.
The world expects him to be evil, and he does good anyway.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The third is a normal character with a curse that turns him into
a monster temporarily, like a werewolf. His greatest adversary is himself, and he
has to either defeat it, or somehow reconcile with it. Often, he quests for a cure,
or simply travels, forced to move from place to place as his curse destroys one home
after another.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;No matter what, the monster has a hard road ahead. He'll be met
with distrust, fear, and violence by the very people he's trying to protect. The forces
of evil will treat him more viciously still, or else constantly try to tempt him to
embrace his dark side. And after he suffers betrayal upon betrayal, he'll start to
think they have a point.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Like the other two archetypes in this column, most of the Sympathetic
Monsters I can think of are fighter types. They often have supernatural abilities
as a result of their monstrous natures. Frequently, these abilities come at a cost.
A vampire has supernatural strength and senses, and other powers besides, but only
because he's a bloodthirsty predator. And often, he courts the chance that he'll lose
control over his thirst by using his powers.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If the game has a place for Sympathetic Monsters, they don't usually
present any mechanical difficulties. They can be expensive characters, though. Usually
what sets the monster apart is a hefty chunk of powers beyond mortal ken.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Sympathetic Monster is one of my favorite characters to play.
He has to struggle to do things the other heroes take for granted. Every relationship
he has is infinitely precious because it's so fragile, and was so hard-won. His moral
decisions all seem more important, too. He might have vicious animal instincts, or
sadistic urges. When he fights, is he fighting too viciously? When he intimidates
enemies, is he stepping over the line into cruelty? How long will he be able to keep
up the good fight in a world that will never appreciate him?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Examples abound in our age of tragically hip anti-heroes. Angel,
and before him Nick Knight, represent the reformed monster. Vincent, from Beauty and
the Beast, and the Fantastic Four's Thing are good examples of the second type. The
Hulk, or almost any werewolf, are good examples of the third. The classics don't have
as many examples, as the idea of looking for the good within evil is comparatively
new.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Conclusion&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That's it for this installment. There's still plenty of room for
more. Next time out, I'll discuss some "Supporting Cast" roles. If I think of some
more, this series might get stretched out to three columns.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;See you next time.&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Welcome back to my little wretched hive of scum and villainy.
This will probably be the last installment in my Evil series, and this month's topic
is a bit more serious than last month's. Last month we covered melodramatic, over-the-top
evil. This month, we're going to delve into much more realistic evil. The label "evil"
gets very hazy here. There's a very thin line separating a religious fanatic from
a simply faithful person. If you'd asked either side fighting the Crusades, the other
side was the bad guys.</font>
        </p>
        <p>
          <font color="#000000">So, to provide a common basis of comparison, I'm defining "evil"
for the purposes of this column, to mean "profoundly antisocial, or tending to act
in a harmful way toward others." It becomes more a matter of degree and focus than
kind, since even the "good guys" can be pretty harmful. For our purposes, "evil" is
a label that's going to be imposed from the outside, and largely by popular opinion.</font>
        </p>
        <p>
          <font color="#000000">If you want to argue comparative morality, you'll have to find
another columnist.</font>
        </p>
        <h2>
          <font color="#000000">The Fanatic</font>
        </h2>
        <p>
          <font color="#000000">The Fanatic is a man with a mission. Fundamentalist Islamic
terrorists are a very topical example. Indeed, religion has inspired Fanatics throughout
history. But religion isn't alone. Patriotism, and even simple loyalty to a single
person has also served as the focus of many fanatics' zeal.</font>
        </p>
        <p>
          <font color="#000000">A Fanatic is, in his own mind, a paragon of virtue. He is so
dedicated to his cause that he'd lay down his life for it. This, in itself, is laudable
except that he is also all too willing to lay down the lives of others. A fanatic
is frequently a warrior of some kind. Those who become destructive hold an unshakable
belief that their cause requires bloodshed. Perhaps the Fanatic is a crusader who
sees his faith as under attack from all sides, and he's moved to acts of destruction
to preserve it. Or possibly he's an inquisitor who sees corruption within, and is
willing to do anything to root it out. After all, while removing a cancer is painful,
leaving it is much worse. And besides, those who have fallen to corruption must be
saved from themselves. So much better to save the soul, even at the cost of the body. </font>
        </p>
        <p>
          <font color="#000000">Political fanatics are basically the same. The ideology might
be different, but the methods are similar. </font>
        </p>
        <p>
          <font color="#000000">What marks the Fanatic, and qualifies him for inclusion in my
list of evil character types, is a blinding lack of perspective. He takes what might
otherwise be admirable qualities (faith, loyalty) and warps them to the point of destructiveness.
Along the way, the ideals of his belief system may be warped as well. A righteous
Crusader striking down the infidel has likely forgotten that his Savior preached forgiveness,
and may well forget that he stood against murder and rapine as well. A loyal, patriotic
counterinsurgent charged with rooting out the Communist Threat can be blinded to the
fact that his greater charge is to defend the liberties of Americans. As he hunts
for Commies, he becomes a fascist, which is every bit as damaging to the spirit of
America.</font>
        </p>
        <p>
          <font color="#000000">Playing the Fanatic is a bit of a thorny problem. If everyone
in the group is a Fanatic dedicated to the same cause, then there's no contrast. The
group is, as far as any member knows, the "good guys." I have seen many arguments
that say this is exactly the case in a "brave humans vs. the Ork Hoards" game.</font>
        </p>
        <p>
          <font color="#000000">Playing a Fanatic in a group of non-fanatics holds more possibilities.
I find it makes a better starting place than a permanent state of affairs, though.
In an otherwise "good guy" group, a die-hard zealot who will never change is just
going to be a constant disruption. But a character who gradually learns that he's
been wrong and comes to terms with that could be really fun. </font>
        </p>
        <p>
          <font color="#000000">The closest I've come to that was when playing a D&amp;D Ranger
who had Goblins as his favored enemy. Goblins were a constant threat. The local lord
paid a bounty for goblin ears. There were seasonal goblin raids that could destroy
communities if not checked. In general, goblins were a scourge on the land. And Snow
thought they were barely a step up from animals.</font>
        </p>
        <p>
          <font color="#000000">Until he got to know one, and went on a journey through goblin
lands. That game came to an early end because we didn't like the way D&amp;D was working
at higher levels. We're thinking about switching it to a GURPS game one of these days,
if we can get the right players back together. I kinda hope we manage it, because
Snow coming to terms with his racism was a lot of fun. It was even better since he
was a half-elf, and had been a victim of racism his whole life.</font>
        </p>
        <p>
          <font color="#000000">To portray a Fanatic, first, pick your fanaticism. That should
be pretty easy. I'd be best if you picked one that didn't immediately put your character
at another PC's throat. A destructive Fanatic is going to have a world-view that leads
him to acts of destruction. His version of his religion, political affiliation, or
whatever will be a harsh and unforgiving one. It may even be skewed from the "truth."
For instance, all those Crusaders probably missed the bits about "blessed are the
peacemakers," and the part about not storing up treasures on earth.</font>
        </p>
        <p>
          <font color="#000000">As you play him, the Fanatic interprets almost everything in
light of his obsession. He sees the world in harsh black and white, them and us. And
he holds everyone to the same standard. Allies can become enemies simply by not being
as obsessed. Enemies have a hard time becoming allies, though. Fanatics don't tend
to be very big on forgiveness. </font>
        </p>
        <p>
          <font color="#000000">A Fanatic's views probably don't stand up to much scrutiny.
He'll tend to react to people poking holes in his arguments violently. His obsessive
beliefs shield him from the guilt he'd otherwise feel, so he defends them viciously.</font>
        </p>
        <p>
          <font color="#000000">This isn't to say he has to be stupid, though. A fanatic warrior
infiltrating the enemy stronghold to kill the "prince of darkness" isn't going to
start preaching on street corners along the way. He can be clever, sneaky, and outwardly
perfectly normal if it fits his goals. In the long run, though, the truth will be
revealed. The Fanatic's beliefs drive almost every aspect of his behavior, and he'll
have a hard time suppressing that for very long.</font>
        </p>
        <h2>
          <font color="#000000">The Sociopath</font>
        </h2>
        <p>
          <font color="#000000">The term "sociopath" has moved out of vogue these days. I think
"destructive narcissist" is the current replacement. (On an aside, I wonder why people
keep coming up with longer words for things. Didn't they read Romeo &amp; Juliet in
high school? A sociopath by any other name is still a scary person.) I hesitate to
boil down a complex psychological condition to a single sentence, but in essence a
sociopath lacks a conscience. Sociopathy emerges through a combination of heredity
and early childhood trauma and other factors. </font>
        </p>
        <p>
          <font color="#000000">The result is a person who doesn't feel guilt. That makes him
a good liar, and potentially a very dangerous person. He's by no means a raving mad
man. Indeed, he could be quite charming. But he lacks the empathy that stops most
of us from hurting other people. The only thing he cares about is himself, and the
only thing that might keep him in check is fear. Generally, a sociopathy is also marked
by a sense of superiority. Sociopaths think other people are "weak" or "sheeplike." </font>
        </p>
        <p>
          <font color="#000000">The nature of the disorder means that most sociopaths in modern
society will eventually become criminals. Without conscience, there's not much reason
for the sociopath to refrain from doing whatever he wants. Without empathy, there's
nothing to stop him from hurting someone, just because he wants to. With his superior
attitude, he likely thinks he can get away with it.</font>
        </p>
        <p>
          <font color="#000000">Literary examples of sociopathy fill the landscape of the psychological
thriller genre. Those examples are probably more useful to gamers than any amount
of dry psychological description. Hanibal Lector, of [I]Silence of the Lambs[/I],
is perhaps the most prominent. His combination of charm, charisma, devastating intellect,
and vicious cunning made him far scarier than any number of horror movie revenants.</font>
        </p>
        <p>
          <font color="#000000">Playing a sociopath in a game is a challenge I have so far been
unwilling to undertake. I think doing so would take my mind down paths best avoided.
From what I understand, sociopathy is pretty much untreatable, so there's no real
chance that a sociopath would ever be "redeemed." Generally, when I play darker characters,
I want to play through the path to redemption.</font>
        </p>
        <p>
          <font color="#000000">I've given it some thought, though. A sociopath could have breaks
on his behavior. In a science fiction game, he could have mental conditioning, or
just a cortex bomb that someone with authority over the sociopath will set off if
he steps out of line. In a fantasy game, the same sort of thing could be accomplished
with spells. Even without resorting to magic, someone might find a way to turn the
screws on a sociopath by getting control over something he wants or needs.</font>
        </p>
        <p>
          <font color="#000000">With the right breaks, a sociopath might be fun to play. He
could be more or less on the "good" side, but it would be an uneasy alliance at best.
The sociopath would constantly test whatever limits had been placed on him. He might
share goals with the rest of the group, or at least be following those goals for reasons
of his own, but how he'd pursue them would be a constant source of friction. And with
his intelligence and charisma, he'd constantly challenge the "weak" party members'
methods. "It only makes sense to kill every guard you come across. Which member of
the team are you willing to sacrifice if one wakes up?" "Of course I'm going to torture
him. He knows what we need to know. Aren't you the one who's doing this to save one
million people's lives? What's one life, an enemy's life, compared to that?"</font>
        </p>
        <p>
          <font color="#000000">What might make him most disturbing is the sense of genuine
curiosity that would come with those questions, and the utter inability to comprehend
the answers.</font>
        </p>
        <p>
          <font color="#000000">Portraying a Sociopath could be frighteningly easy. Essentially,
if you can completely divorce yourself from the social aspects of the game, you're
most of the way there. Don't think about any character but your own as "real." The
rest are just playing pieces. They're either resources or obstacles, to be used or
destroyed as necessary. There is no good or evil, only consequences.</font>
        </p>
        <p>
          <font color="#000000">Pay attention to the consequences, though. Going to jail is
no fun, so if you decide to kill someone, do it in a way you won't get caught. Or
better yet, trick someone else into killing them for you. Then kill the patsy "for
justice." That way he can't talk. Physical consequences are pretty clear. Social consequences
are also important. Emotioinal consequences don't bother the Sociopath much, though.
If someone is so weak that their heart is torn out when you use and discard them,
they deserve the pain. If they get over it, great. If they become a liability, well,
sometimes people just die.</font>
        </p>
        <h2>
          <font color="#000000">The Relativist</font>
        </h2>
        <p>
          <font color="#000000">Of my three "realistic" evil characters, I can't decide if the
Relativist is the least evil, or the most. Like the fanatic, he's very dedicated to
a cause and willing to do almost anything in its service. But his drive is different,
less made of wild-eyed faith and more of cold calculation. He differs also in that
he realizes what he's doing is bad, and doesn't expect anyone else to join him. In
fact, he sees himself as the one who does the dirty jobs so someone else won't have
to. </font>
        </p>
        <p>
          <font color="#000000">Many Relativists can be found in the pages of spy thriller novels.
In fact, the tired, old Cold Warrior is my inspiration for this archetype. He may
have started off as an idealist, a good guy. His goal was to make the world a better
place, to serve a greater cause. But something got in the way. The cause he undertook
ran counter to the ideals that led him to undertake it. And little by little, his
idealism was worn away until all that was left was the job, and there was nothing
to stop him from doing whatever he had to do to complete it.</font>
        </p>
        <p>
          <font color="#000000">The Relativist may still think he's a good guy, or he may realize
that he's not really worthy of the ideals he defends. His moral compass may be twisted
beyond recognition, to the point that he thinks his pragmatism is laudable, that it's
good for him to take the steps others hesitate to take. Unlike either the fanatic
or the sociopath, he does have a sense of right and wrong that's relatively in line
with that of modern society. He's just decided to go beyond it, perhaps in pursuit
of a "greater good."</font>
        </p>
        <p>
          <font color="#000000">That makes the Relativist really interesting to me. Somewhere,
buried inside, is the good person he used to be. In a group of hardcore types like
himself, he fits in, but can play through a gradual, creeping disgust with what the
group is doing. In a group of good guys, he's the darker voice they sometimes need,
and he can be inspired by their example of "a better way." </font>
        </p>
        <p>
          <font color="#000000">To portray the Relativist, you have to come up with some accomidation
with the fact that what he's going to do isn't very nice, and he knows it. He could
be grim and careworn, or he could wear a mask of total unconcern. If you go with the
latter, find a way to play out the pain he sublimates. Maybe he drinks too much, or
has a lot of torrid relationships. Somehow, he probably punishes himself subconsciously
for what he pretends doesn't bother him.</font>
        </p>
        <p>
          <font color="#000000">When it's time to act, he acts. He does what needs to be done,
no matter how much it turns his stomach. Only afterwards does he feel any pain. And
he probably worries if he doesn't feel the pain. But when it's time to act again,
he does what needs to be done. Again.</font>
        </p>
        <h2>
          <font color="#000000">Conclusions</font>
        </h2>
        <p>
          <font color="#000000">So anyway, that's it for this time. I think I'm done with the
topic of evil for a while. I had a hard time writing this column, and I'm not totally
happy with it. To do a really good job, I would have needed to do a lot more reading
than I had time for. I'm looking forward to the forum discussions on this one.</font>
        </p>
        <p>
          <font color="#000000">There wasn't as much advice about what roles these characters
would fill, because they can really fill almost any. They're not literary niches,
but psychological ones. The roles they'd be drawn to are more a matter of personal
history and campaign background, so you're kind of on your own there.</font>
        </p>
        <p>
          <font color="#000000">Since my evil archetypes were well received, maybe next time
out I'll do some heroic archetypes.</font>
        </p>
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      </body>
      <title>In Nature, there is no Evil...</title>
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      <pubDate>Wed, 17 Sep 2003 16:24:47 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back to my little wretched hive of scum and villainy.
This will probably be the last installment in my Evil series, and this month's topic
is a bit more serious than last month's. Last month we covered melodramatic, over-the-top
evil. This month, we're going to delve into much more realistic evil. The label "evil"
gets very hazy here. There's a very thin line separating a religious fanatic from
a simply faithful person. If you'd asked either side fighting the Crusades, the other
side was the bad guys.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, to provide a common basis of comparison, I'm defining "evil"
for the purposes of this column, to mean "profoundly antisocial, or tending to act
in a harmful way toward others." It becomes more a matter of degree and focus than
kind, since even the "good guys" can be pretty harmful. For our purposes, "evil" is
a label that's going to be imposed from the outside, and largely by popular opinion.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If you want to argue comparative morality, you'll have to find
another columnist.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Fanatic&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Fanatic is a man with a mission. Fundamentalist Islamic terrorists
are a very topical example. Indeed, religion has inspired Fanatics throughout history.
But religion isn't alone. Patriotism, and even simple loyalty to a single person has
also served as the focus of many fanatics' zeal.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A Fanatic is, in his own mind, a paragon of virtue. He is so dedicated
to his cause that he'd lay down his life for it. This, in itself, is laudable except
that he is also all too willing to lay down the lives of others. A fanatic is frequently
a warrior of some kind. Those who become destructive hold an unshakable belief that
their cause requires bloodshed. Perhaps the Fanatic is a crusader who sees his faith
as under attack from all sides, and he's moved to acts of destruction to preserve
it. Or possibly he's an inquisitor who sees corruption within, and is willing to do
anything to root it out. After all, while removing a cancer is painful, leaving it
is much worse. And besides, those who have fallen to corruption must be saved from
themselves. So much better to save the soul, even at the cost of the body. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Political fanatics are basically the same. The ideology might
be different, but the methods are similar. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;What marks the Fanatic, and qualifies him for inclusion in my
list of evil character types, is a blinding lack of perspective. He takes what might
otherwise be admirable qualities (faith, loyalty) and warps them to the point of destructiveness.
Along the way, the ideals of his belief system may be warped as well. A righteous
Crusader striking down the infidel has likely forgotten that his Savior preached forgiveness,
and may well forget that he stood against murder and rapine as well. A loyal, patriotic
counterinsurgent charged with rooting out the Communist Threat can be blinded to the
fact that his greater charge is to defend the liberties of Americans. As he hunts
for Commies, he becomes a fascist, which is every bit as damaging to the spirit of
America.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Playing the Fanatic is a bit of a thorny problem. If everyone
in the group is a Fanatic dedicated to the same cause, then there's no contrast. The
group is, as far as any member knows, the "good guys." I have seen many arguments
that say this is exactly the case in a "brave humans vs. the Ork Hoards" game.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Playing a Fanatic in a group of non-fanatics holds more possibilities.
I find it makes a better starting place than a permanent state of affairs, though.
In an otherwise "good guy" group, a die-hard zealot who will never change is just
going to be a constant disruption. But a character who gradually learns that he's
been wrong and comes to terms with that could be really fun. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The closest I've come to that was when playing a D&amp;amp;D Ranger
who had Goblins as his favored enemy. Goblins were a constant threat. The local lord
paid a bounty for goblin ears. There were seasonal goblin raids that could destroy
communities if not checked. In general, goblins were a scourge on the land. And Snow
thought they were barely a step up from animals.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Until he got to know one, and went on a journey through goblin
lands. That game came to an early end because we didn't like the way D&amp;amp;D was working
at higher levels. We're thinking about switching it to a GURPS game one of these days,
if we can get the right players back together. I kinda hope we manage it, because
Snow coming to terms with his racism was a lot of fun. It was even better since he
was a half-elf, and had been a victim of racism his whole life.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;To portray a Fanatic, first, pick your fanaticism. That should
be pretty easy. I'd be best if you picked one that didn't immediately put your character
at another PC's throat. A destructive Fanatic is going to have a world-view that leads
him to acts of destruction. His version of his religion, political affiliation, or
whatever will be a harsh and unforgiving one. It may even be skewed from the "truth."
For instance, all those Crusaders probably missed the bits about "blessed are the
peacemakers," and the part about not storing up treasures on earth.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;As you play him, the Fanatic interprets almost everything in light
of his obsession. He sees the world in harsh black and white, them and us. And he
holds everyone to the same standard. Allies can become enemies simply by not being
as obsessed. Enemies have a hard time becoming allies, though. Fanatics don't tend
to be very big on forgiveness. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A Fanatic's views probably don't stand up to much scrutiny. He'll
tend to react to people poking holes in his arguments violently. His obsessive beliefs
shield him from the guilt he'd otherwise feel, so he defends them viciously.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This isn't to say he has to be stupid, though. A fanatic warrior
infiltrating the enemy stronghold to kill the "prince of darkness" isn't going to
start preaching on street corners along the way. He can be clever, sneaky, and outwardly
perfectly normal if it fits his goals. In the long run, though, the truth will be
revealed. The Fanatic's beliefs drive almost every aspect of his behavior, and he'll
have a hard time suppressing that for very long.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Sociopath&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The term "sociopath" has moved out of vogue these days. I think
"destructive narcissist" is the current replacement. (On an aside, I wonder why people
keep coming up with longer words for things. Didn't they read Romeo &amp;amp; Juliet in
high school? A sociopath by any other name is still a scary person.) I hesitate to
boil down a complex psychological condition to a single sentence, but in essence a
sociopath lacks a conscience. Sociopathy emerges through a combination of heredity
and early childhood trauma and other factors. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The result is a person who doesn't feel guilt. That makes him
a good liar, and potentially a very dangerous person. He's by no means a raving mad
man. Indeed, he could be quite charming. But he lacks the empathy that stops most
of us from hurting other people. The only thing he cares about is himself, and the
only thing that might keep him in check is fear. Generally, a sociopathy is also marked
by a sense of superiority. Sociopaths think other people are "weak" or "sheeplike." &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The nature of the disorder means that most sociopaths in modern
society will eventually become criminals. Without conscience, there's not much reason
for the sociopath to refrain from doing whatever he wants. Without empathy, there's
nothing to stop him from hurting someone, just because he wants to. With his superior
attitude, he likely thinks he can get away with it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Literary examples of sociopathy fill the landscape of the psychological
thriller genre. Those examples are probably more useful to gamers than any amount
of dry psychological description. Hanibal Lector, of [I]Silence of the Lambs[/I],
is perhaps the most prominent. His combination of charm, charisma, devastating intellect,
and vicious cunning made him far scarier than any number of horror movie revenants.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Playing a sociopath in a game is a challenge I have so far been
unwilling to undertake. I think doing so would take my mind down paths best avoided.
From what I understand, sociopathy is pretty much untreatable, so there's no real
chance that a sociopath would ever be "redeemed." Generally, when I play darker characters,
I want to play through the path to redemption.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I've given it some thought, though. A sociopath could have breaks
on his behavior. In a science fiction game, he could have mental conditioning, or
just a cortex bomb that someone with authority over the sociopath will set off if
he steps out of line. In a fantasy game, the same sort of thing could be accomplished
with spells. Even without resorting to magic, someone might find a way to turn the
screws on a sociopath by getting control over something he wants or needs.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;With the right breaks, a sociopath might be fun to play. He could
be more or less on the "good" side, but it would be an uneasy alliance at best. The
sociopath would constantly test whatever limits had been placed on him. He might share
goals with the rest of the group, or at least be following those goals for reasons
of his own, but how he'd pursue them would be a constant source of friction. And with
his intelligence and charisma, he'd constantly challenge the "weak" party members'
methods. "It only makes sense to kill every guard you come across. Which member of
the team are you willing to sacrifice if one wakes up?" "Of course I'm going to torture
him. He knows what we need to know. Aren't you the one who's doing this to save one
million people's lives? What's one life, an enemy's life, compared to that?"&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;What might make him most disturbing is the sense of genuine curiosity
that would come with those questions, and the utter inability to comprehend the answers.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Portraying a Sociopath could be frighteningly easy. Essentially,
if you can completely divorce yourself from the social aspects of the game, you're
most of the way there. Don't think about any character but your own as "real." The
rest are just playing pieces. They're either resources or obstacles, to be used or
destroyed as necessary. There is no good or evil, only consequences.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Pay attention to the consequences, though. Going to jail is no
fun, so if you decide to kill someone, do it in a way you won't get caught. Or better
yet, trick someone else into killing them for you. Then kill the patsy "for justice."
That way he can't talk. Physical consequences are pretty clear. Social consequences
are also important. Emotioinal consequences don't bother the Sociopath much, though.
If someone is so weak that their heart is torn out when you use and discard them,
they deserve the pain. If they get over it, great. If they become a liability, well,
sometimes people just die.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Relativist&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Of my three "realistic" evil characters, I can't decide if the
Relativist is the least evil, or the most. Like the fanatic, he's very dedicated to
a cause and willing to do almost anything in its service. But his drive is different,
less made of wild-eyed faith and more of cold calculation. He differs also in that
he realizes what he's doing is bad, and doesn't expect anyone else to join him. In
fact, he sees himself as the one who does the dirty jobs so someone else won't have
to. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Many Relativists can be found in the pages of spy thriller novels.
In fact, the tired, old Cold Warrior is my inspiration for this archetype. He may
have started off as an idealist, a good guy. His goal was to make the world a better
place, to serve a greater cause. But something got in the way. The cause he undertook
ran counter to the ideals that led him to undertake it. And little by little, his
idealism was worn away until all that was left was the job, and there was nothing
to stop him from doing whatever he had to do to complete it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Relativist may still think he's a good guy, or he may realize
that he's not really worthy of the ideals he defends. His moral compass may be twisted
beyond recognition, to the point that he thinks his pragmatism is laudable, that it's
good for him to take the steps others hesitate to take. Unlike either the fanatic
or the sociopath, he does have a sense of right and wrong that's relatively in line
with that of modern society. He's just decided to go beyond it, perhaps in pursuit
of a "greater good."&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That makes the Relativist really interesting to me. Somewhere,
buried inside, is the good person he used to be. In a group of hardcore types like
himself, he fits in, but can play through a gradual, creeping disgust with what the
group is doing. In a group of good guys, he's the darker voice they sometimes need,
and he can be inspired by their example of "a better way." &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;To portray the Relativist, you have to come up with some accomidation
with the fact that what he's going to do isn't very nice, and he knows it. He could
be grim and careworn, or he could wear a mask of total unconcern. If you go with the
latter, find a way to play out the pain he sublimates. Maybe he drinks too much, or
has a lot of torrid relationships. Somehow, he probably punishes himself subconsciously
for what he pretends doesn't bother him.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;When it's time to act, he acts. He does what needs to be done,
no matter how much it turns his stomach. Only afterwards does he feel any pain. And
he probably worries if he doesn't feel the pain. But when it's time to act again,
he does what needs to be done. Again.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Conclusions&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So anyway, that's it for this time. I think I'm done with the
topic of evil for a while. I had a hard time writing this column, and I'm not totally
happy with it. To do a really good job, I would have needed to do a lot more reading
than I had time for. I'm looking forward to the forum discussions on this one.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There wasn't as much advice about what roles these characters
would fill, because they can really fill almost any. They're not literary niches,
but psychological ones. The roles they'd be drawn to are more a matter of personal
history and campaign background, so you're kind of on your own there.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Since my evil archetypes were well received, maybe next time out
I'll do some heroic archetypes.&lt;/font&gt;
&lt;/p&gt;
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        <p>
          <font color="#000000">Welcome back. Last time, I gave an overview of Evil roleplaying.
For the next few columns, we'll delve into the depths of the evil psyche, staring
into the abyss until the abyss blinks.<br />
Well, maybe not.</font>
        </p>
        <p>
          <font color="#000000">But what we will do is look at some ways of portraying evil
characters in RPGs. This is a bit of a departure for me, since playing evil characters
isn't something I do very often. Rather than practical examples, I'm going to have
to rely on theory. Right at this moment, I'm planning on two more columns on this
subject. The one you're reading now will cover some fairly exaggerated archetypes.
Next time, I'll tackle some more "realistic" ones.</font>
        </p>
        <p>
          <font color="#000000">Before we begin, let's go over a few generalities. Most of the
characters I'm about to describe wouldn't think of themselves as "evil." Some would
consider the concepts of good and evil to be superfluous. Some would actually think
of themselves as "good." The ultimate difference between a "good" hero of faith and
an "evil" terrorist may come down to who's life he's willing to sacrifice in the name
of his god.</font>
        </p>
        <p>
          <font color="#000000">I think most of these characters work best in a group of similarly
minded PCs. The idea of one ruthless, evil person in a group of high-minded idealists
is interesting, but the dynamics of a typical RPG player group make it hard to pull
off. The line between friend and foe gets blurry. The need for secrecy causes logistical
problems. And, ultimately, there's a lot of chance for hard feelings.</font>
        </p>
        <p>
          <font color="#000000">Only you can decide what's right for you and your group, of
course. My friend Chris has played the "token evil guy." He loves to tell the story
about how his necromancer convinced the party's paladin that he needed to kill the
party's priest. That would have been something to see.</font>
        </p>
        <p>
          <font color="#000000">So, now that all the disclaimer stuff is out of the way, on
with the show:</font>
        </p>
        <h2>
          <font color="#000000">The Rat-Bastard</font>
        </h2>
        <p>
          <font color="#000000">Let's start with a fun one. The Rat-Bastard is a nice, simple,
stereotypical evil character. He's ruthless, immoral, and only out for himself. He's
willing to lie, cheat, steal, and even kill if he can do so with no risk to himself.
In fact, he considers these to be his first choices in dealing with people.</font>
        </p>
        <p>
          <font color="#000000">And yet, he has a strict code of honor, mandating terrible punishment
for treachery and dishonorable behavior. This code, unfortunately, only applies to
other people. While the Rat-Bastard won't think twice about stealing a widow's last
two mites, he'll plot bloody vengeance against anyone who slights him.</font>
        </p>
        <p>
          <font color="#000000">The defining characteristic of the Rat-Bastard is usually some
form of weakness. If he were big and strong, he wouldn't need to sneak around. If
he were really smart, his plots would both work better, and be more grandiose. He's
more likely to be a sneaky-type than a straight-out warrior or wraith-of-god spellslinger.</font>
        </p>
        <p>
          <font color="#000000">The Rat-Bastard is not a very good team player. He'll ally with
stronger characters for protection, but screw them later if he sees a chance for gain.
He might try to bully weaker characters, but he's not going to be a very good leader.</font>
        </p>
        <p>
          <font color="#000000">The classic Rat-Bastard is pretty shortsighted. He's looking
for the next score, rather than planning out a long campaign. His goals tend to be
simple: survive, make some money, live in comfort. It's like Maslow's hierarchy of
needs, just with booze and strippers at the top. And he tends to have very myopic
hindsight, too. Nothing is ever his fault. His history is a trail of betrayals and
outrageous misfortunes. When he left his partner to die, that was just logic. No sense
in both of them dying, right? But when his new partner pulled the same stunt, that
was totally unfair, an unforgivable perversion of trust and brotherhood. If people
weren't always doing that, the Rat-Bastard would be better than he is, or so he thinks.</font>
        </p>
        <p>
          <font color="#000000">And yet, he probably has a certain internal charm. In fact,
he'd pretty much have to. There has to be some little shred of charisma (or something)
that keeps people from just killing him out of hand. Maybe he's got a knack for knowing
just what buttons to push. Maybe he's lucky enough to just barely escape with his
skin. Maybe he's got sad puppydog eyes, and looks so pathetic that even though you
know better, you let him live.</font>
        </p>
        <p>
          <font color="#000000">So what drove the Rat-Bastard to a life of Rat-Bastardhood?
If you asked him, he'd tell you none of it was his fault. And, indeed, there are certain
backgrounds that seem to lead one down that path. He was probably always the underdog,
and he probably always felt weak, and deprived. Someone who always felt like he was
on the top of the world and always got what he wanted usually turns into a completely
different type of rat-bastard. No one path creates Rat-Bastards, and it's far from
inevitable. The Rat-Bastard reacted to a world of injustice by becoming every bet
as unjust. He could have just as easily decided to rise above it instead, but he didn't.
The Rat-Bastard's path is something of a downward spiral, because down is easier than
up.</font>
        </p>
        <p>
          <font color="#000000">The Rat-Bastard works OK in a typical game, so long as the other
PCs aren't particularly morally upright folks. He's not a great PC to just pull on
a group with no warning, though. If the rest of the players are up for the challenge,
he can be fun to have around. If they're not, then you just have to accept that if
you were just playing in character when your Chaotic Evil Halfling Thief stole the
Half-Ork Barbarian's magic dagger, then he was just playing in character when he gutted
your character with it.</font>
        </p>
        <p>
          <font color="#000000">To play the Rat-Bastard in a typical game, you need to make
some compromises. You should probably make him smart enough to refrain from stealing
from other PCs when he has to hang out with them all the time. You should also work
with the GM so that his little treacheries benefit the game, rather than just causing
chaos.</font>
        </p>
        <p>
          <font color="#000000">In an all-evil game, the Rat-Bastard is in more trouble than
in a mostly-good one. Evil characters won't feel bad about killing him the way good
ones will. In that case, he should probably attach himself to a more powerful character.
Then he should betray that character when a stronger one comes along. Then he should
sell that one down the river when his original master comes back, saying he planned
to do so all along. Then... Well, you get the idea. It's a little like spinning plates,
only instead of plates, they're landmines.</font>
        </p>
        <h2>
          <font color="#000000">The Monster</font>
        </h2>
        <p>
          <font color="#000000">The Monster is just scary. He enjoys causing pain, invoking
fear, and spilling blood. After that, he probably enjoys a few beers, and maybe spilling
some more blood. In fact, he's pretty much most of the characters I played in Jr.
High and part of High School.</font>
        </p>
        <p>
          <font color="#000000">He reacts to any threat or slight with as much violence as is
available. Someone backtalks him? Kill them. Someone has something he wants? Kill
them and take it. Someone threatens him? Kill them, and then kill some other people
just to make sure. The only reason not to resort to violence is when doing so will
obviously get him killed. Then the Monster waits and resorts to violence later.</font>
        </p>
        <p>
          <font color="#000000">I sleep better at night thinking there aren't really people
like this. People might temporarily become Monsters in the midst of a war, or a riot.
Or possibly they act that way because of severe mental problems, but that's something
we'll cover later in the article.</font>
        </p>
        <p>
          <font color="#000000">The Monster really doesn't make much of a character at all.
He's completely focused on destruction, so he doesn't have a lot to do unless there's
fighting. And if your game is always about fighting, you're probably not too worried
about his personality.</font>
        </p>
        <p>
          <font color="#000000">The Monster is generally a hand-to-hand fighter. The further
he gets from the violence, the less personal it is, and he really likes the personal
touch. For him, the violence is the end, rather than the means, though he might be
fighting under the auspices of one cause or another. In fact, he could be very zealous
in pursuit of his cause, but ultimately that's because it gives him the chance to
hurt people.</font>
        </p>
        <p>
          <font color="#000000">There are some variants on the Monster that I'll lump in here.
The Stone Cold Killer (generally a mafia assassin in a black leather overcoat) is
similar enough, but with better manners. The Savage Hunter type (think "Wolverine")
can be played as either good or evil. The evil ones tend to for a scary cat &amp;
mouse routine instead of straight-up violence. If getting on your character's bad
side is more dangerous than living in the same town as Jessica Fletcher but not getting
your name in the credits, then there's a good chance your character is a Monster.
Especially if he doesn't have a good side.</font>
        </p>
        <p>
          <font color="#000000">In a typical group made up of PCs with the most remote shred
of conscience, the Monster doesn't make a very good PC. However, having an otherwise
normal PC with Monster-ish tendencies can be kind of cool. A classic Werewolf is a
pretty good example. The character struggles against himself. It's particularly cool
if the game is set up in such a way that the Monster side of the PC's personality
has access to something that the "civilized" side needs.</font>
        </p>
        <p>
          <font color="#000000">In an evil group, the Monster could ally himself with other
PCs who offer him more chances for violence. The Dark Necromancer needs his chief
enforcer, after all. And as long as the body count keeps rising, the Monster will
probably remain loyal. If he starts to have goals besides "maim, kill, destroy," he's
turning into another sort of villain.</font>
        </p>
        <h2>
          <font color="#000000">The Prince</font>
        </h2>
        <p>
          <font color="#000000">Ah, the Prince, who may not be a member of the nobility at all,
mind you. This is the cold, ruthless manipulator who will do anything necessary for
power. Power may be a means to an end, or an end in itself. Usually, it's an end in
itself. The Prince may have started out as a noble idealist, devoted to a cause and
willing to sacrifice anything for it. But somewhere along the way, he gets caught
up in the rush of power. Eventually, his cause is nothing more than a facade, an excuse
to continue his rise in power, and a tool to manipulate fanatics.</font>
        </p>
        <p>
          <font color="#000000">The Prince is rather like the Rat-Bastard, but with better press.
And more vision. The Prince is all about vision. He's a man with a plan. And a contingency
plan. And his plan actually factors in someone messing with it, so just when you think
you've foiled him; you're really helping him out.</font>
        </p>
        <p>
          <font color="#000000">And that's just if you've somehow actually figured out that
he's the bad guy. If the Prince is really on the ball, you'll think he's on your side.</font>
        </p>
        <p>
          <font color="#000000">He's the master manipulator. He knows all the buttons to push
to get exactly the effect he wants. He has servants who are functionally loyal. They
may all hate him, and probably all hate each other, but he's so deft at playing them
against each other that they get the job done anyway. His servants' main job is to
bring him information. He's like a spider sitting at the center of a web. When you
touch it, he knows about you, and then you're trapped.</font>
        </p>
        <p>
          <font color="#000000">So how does a man become a Prince? (Or a woman, for that matter?
Foolish is the man who doesn't realize that women can be sneaky, too.) In a way, the
Prince is like the Rat-Bastard. He sees himself in a hostile world. But unlike the
Rat-Bastard, he thinks he has the power to change it, or at least to rise to the top
of it.</font>
        </p>
        <p>
          <font color="#000000">The Prince probably comes from a privileged background, one
that makes him accustomed to seeing people as tools. Or perhaps he was one of the
tools, forced to live in a world that tries to make him unworthy. But whatever the
case, he needs the chance to see real power at work. He also needs education. The
Prince is a smart guy, both clever and, in some ways, wise. As I said before, he needs
vision. He needs to see a much wider world than others see.</font>
        </p>
        <p>
          <font color="#000000">The Prince is one of the easiest evil characters to integrate
into an otherwise mostly good party. Whether he's really even "evil" can be hard to
determine. If he plays his cards right, the rest of the group may never see just how
far astray he's led them. And he's going to be the leader, or better still the leader's
trusted advisor, the one who really makes all the decisions.</font>
        </p>
        <p>
          <font color="#000000">Putting a Prince into the game is not a decision to make lightly,
though. Aside from the purely practical concerns like whether you're personally smart
enough to pull it off, there's the fact that if you do succeed, you're going to really
change the tone of the game. Somewhere down the line, either the group is going to
shift from idealistic and noble to ruthless and arrogant, or there's going to be a
huge intraparty conflict. Either can be fun, but at the least it would be nice to
give the GM a heads up.</font>
        </p>
        <p>
          <font color="#000000">The Prince works beautifully in an all-evil game. He can provide
leadership for a party of less visionary characters, welding the ragtag band into
a force of true and magnificent power. Or, if everybody's up for it, it can be fun
to pit a bunch of scary, manipulative Prince types against each other, with the GM
barely doing more than being the referee. Amber Diceless games, and lots of Vampire
LARPs are essentially just that.</font>
        </p>
        <h2>
          <font color="#000000">The Evil Genius</font>
        </h2>
        <p>
          <font color="#000000">The Evil Genius is, perhaps, a shading of the Prince. He's smart,
ruthless, and charismatic enough to have a large group of fanatically loyal followers.
He probably quotes Machiavelli and Sun Tzu, unless he's so egotistical that he thinks
both of them were morons. And he lives in a world of morons. That may be the reason
he feels the need to take over the place: to provide some decent management.</font>
        </p>
        <p>
          <font color="#000000">The Evil Genius is a man with a plan. It's a very unlikely plan,
involving a lot of difficult to control factors, and yet it hangs together with a
sort of awful certainty. Somehow, the Evil Genius can really pull it off.</font>
        </p>
        <p>
          <font color="#000000">Or at least he could if he didn't always spill the whole thing
to his arch-nemesis, then leave that nemesis alive.</font>
        </p>
        <p>
          <font color="#000000">But the plan remains. The Evil Genius is a driven man. He has
a goal (to rule the world, or sometimes to destroy it and build a new one out of the
ashes). With his intellectual superiority to everyone on earth, he's obviously within
his rights to pursue this plan. It might even be that he believes he's doing a good
thing, and that if all the lesser mortals could only understand, they'd support him.
(The ones who survived the plagues, anyway) His goal can only be achieved with some
sort of grandiose scheme, and he's the one to pull it off. So he gathers his secret
minions, consolidates his power, establishes a huge conspiracy, and starts putting
his plan into motion. But three people can only keep a secret if two of them are dead,
and in some fantasy games, not even then. So sooner or later, someone finds out.</font>
        </p>
        <p>
          <font color="#000000">This someone is a Hero. He is, in some ways, the Evil Genius'
reason to live. The Hero is clever (if not quite so clever as the Genius), capable
(much more so than all the incompetent henchmen the Genius has), and cursedly lucky.
It's that luck that always seems to turn the tide, snatching away the Genius's certain
victory.</font>
        </p>
        <p>
          <font color="#000000">Obviously, the Evil Genius has a few blind spots. He's not as
practical as the Prince. He's something of a romantic, really. An idealist. He often
has a strict code of honor. Of course, equally often, it's similar to the Rat Bastard's
code of honor, in that it only seems to apply to other people. But sometimes the Evil
Genius does really seem to follow some sort of rules of engagement. He sees his struggle
with the Hero as an epic duel of wits, and even provides hints and clues to help the
Hero keep up.</font>
        </p>
        <p>
          <font color="#000000">The path leading someone to the role of Evil Genius is marked
by arrogance. The Genius might have legitimate grievances with the world. Some of
them are environmental crusaders, or champions of the rights of the downtrodden. Others
are just megalomanicial sociopaths. In either case, the Evil Genius came to believe
that he was better, smarter, and wiser than anyone else, and that what he wants is
sufficiently important that the death of untold hundreds of innocents is an acceptable
loss.</font>
        </p>
        <p>
          <font color="#000000">Most Evil Geniuses start off in the privileged class. There's
a hefty education requirement, and secret underground bases don't come cheep. Some
of them start off as clever, but underprivileged lads and manage to attain their wealth
later on, but you never really get a poor Evil Genius. The underprivileged ones are
often just a bit sympathetic. Sometimes, their diabolical plans are attempts to avenge
a true injustice, or solve a real problem. It's just that the attempts are wildly
out of proportion to the problems.</font>
        </p>
        <p>
          <font color="#000000">They study a lot. Most Evil Geniuses really are geniuses. They
tend to be brilliant strategists, tacticians, and organizers. No few are masters of
Science and technology, too. In the right venue, an Evil Genius might supplement or
replace science with magic.</font>
        </p>
        <p>
          <font color="#000000">The Evil Genius is a difficult character to play in a typical
game. Usually, the PCs are supposed to stop the Evil Genius. Even if they're not,
the activities of a typical party of adventurers are not conducive to an Evil Genius'
typical plans. PCs tend to wander around on missions, having adventures and solving
mysteries. All that takes time the Evil Genius needs to design his death ray and recruit
followers.</font>
        </p>
        <p>
          <font color="#000000">In an all-evil group, the Evil Genius is a humorous alternative
to the Prince. He makes the perfect leader, except for his habits of casually killing
underlings and telling his plans to the enemy he doesn't kill immediately afterwards.
Of course, he doesn't have to be played for laughs. James Bond movies have a sense
of humor, but are essentially serious. The villains are presented as really being
able to do what they set out to do. In the right campaign world, the only difference
between an Evil Genius and a Prince is that the Prince tends to be a little more low-key.</font>
        </p>
        <p>
          <font color="#000000">All right, I think that's enough for this time. Next time, we'll
continue the series with some less cartoonish characters.</font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=f054d4e5-af25-4c4a-9574-b732532b8e64" />
      </body>
      <title>What Evils Lurk in the Hearts of Men</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,f054d4e5-af25-4c4a-9574-b732532b8e64.aspx</guid>
      <link>http://www.davidgoodner.com/PermaLink,guid,f054d4e5-af25-4c4a-9574-b732532b8e64.aspx</link>
      <pubDate>Tue, 19 Aug 2003 16:23:51 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back. Last time, I gave an overview of Evil roleplaying.
For the next few columns, we'll delve into the depths of the evil psyche, staring
into the abyss until the abyss blinks.&lt;br&gt;
Well, maybe not.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But what we will do is look at some ways of portraying evil characters
in RPGs. This is a bit of a departure for me, since playing evil characters isn't
something I do very often. Rather than practical examples, I'm going to have to rely
on theory. Right at this moment, I'm planning on two more columns on this subject.
The one you're reading now will cover some fairly exaggerated archetypes. Next time,
I'll tackle some more "realistic" ones.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Before we begin, let's go over a few generalities. Most of the
characters I'm about to describe wouldn't think of themselves as "evil." Some would
consider the concepts of good and evil to be superfluous. Some would actually think
of themselves as "good." The ultimate difference between a "good" hero of faith and
an "evil" terrorist may come down to who's life he's willing to sacrifice in the name
of his god.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I think most of these characters work best in a group of similarly
minded PCs. The idea of one ruthless, evil person in a group of high-minded idealists
is interesting, but the dynamics of a typical RPG player group make it hard to pull
off. The line between friend and foe gets blurry. The need for secrecy causes logistical
problems. And, ultimately, there's a lot of chance for hard feelings.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Only you can decide what's right for you and your group, of course.
My friend Chris has played the "token evil guy." He loves to tell the story about
how his necromancer convinced the party's paladin that he needed to kill the party's
priest. That would have been something to see.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, now that all the disclaimer stuff is out of the way, on with
the show:&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Rat-Bastard&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Let's start with a fun one. The Rat-Bastard is a nice, simple,
stereotypical evil character. He's ruthless, immoral, and only out for himself. He's
willing to lie, cheat, steal, and even kill if he can do so with no risk to himself.
In fact, he considers these to be his first choices in dealing with people.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;And yet, he has a strict code of honor, mandating terrible punishment
for treachery and dishonorable behavior. This code, unfortunately, only applies to
other people. While the Rat-Bastard won't think twice about stealing a widow's last
two mites, he'll plot bloody vengeance against anyone who slights him.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The defining characteristic of the Rat-Bastard is usually some
form of weakness. If he were big and strong, he wouldn't need to sneak around. If
he were really smart, his plots would both work better, and be more grandiose. He's
more likely to be a sneaky-type than a straight-out warrior or wraith-of-god spellslinger.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Rat-Bastard is not a very good team player. He'll ally with
stronger characters for protection, but screw them later if he sees a chance for gain.
He might try to bully weaker characters, but he's not going to be a very good leader.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The classic Rat-Bastard is pretty shortsighted. He's looking for
the next score, rather than planning out a long campaign. His goals tend to be simple:
survive, make some money, live in comfort. It's like Maslow's hierarchy of needs,
just with booze and strippers at the top. And he tends to have very myopic hindsight,
too. Nothing is ever his fault. His history is a trail of betrayals and outrageous
misfortunes. When he left his partner to die, that was just logic. No sense in both
of them dying, right? But when his new partner pulled the same stunt, that was totally
unfair, an unforgivable perversion of trust and brotherhood. If people weren't always
doing that, the Rat-Bastard would be better than he is, or so he thinks.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;And yet, he probably has a certain internal charm. In fact, he'd
pretty much have to. There has to be some little shred of charisma (or something)
that keeps people from just killing him out of hand. Maybe he's got a knack for knowing
just what buttons to push. Maybe he's lucky enough to just barely escape with his
skin. Maybe he's got sad puppydog eyes, and looks so pathetic that even though you
know better, you let him live.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So what drove the Rat-Bastard to a life of Rat-Bastardhood? If
you asked him, he'd tell you none of it was his fault. And, indeed, there are certain
backgrounds that seem to lead one down that path. He was probably always the underdog,
and he probably always felt weak, and deprived. Someone who always felt like he was
on the top of the world and always got what he wanted usually turns into a completely
different type of rat-bastard. No one path creates Rat-Bastards, and it's far from
inevitable. The Rat-Bastard reacted to a world of injustice by becoming every bet
as unjust. He could have just as easily decided to rise above it instead, but he didn't.
The Rat-Bastard's path is something of a downward spiral, because down is easier than
up.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Rat-Bastard works OK in a typical game, so long as the other
PCs aren't particularly morally upright folks. He's not a great PC to just pull on
a group with no warning, though. If the rest of the players are up for the challenge,
he can be fun to have around. If they're not, then you just have to accept that if
you were just playing in character when your Chaotic Evil Halfling Thief stole the
Half-Ork Barbarian's magic dagger, then he was just playing in character when he gutted
your character with it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;To play the Rat-Bastard in a typical game, you need to make some
compromises. You should probably make him smart enough to refrain from stealing from
other PCs when he has to hang out with them all the time. You should also work with
the GM so that his little treacheries benefit the game, rather than just causing chaos.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In an all-evil game, the Rat-Bastard is in more trouble than in
a mostly-good one. Evil characters won't feel bad about killing him the way good ones
will. In that case, he should probably attach himself to a more powerful character.
Then he should betray that character when a stronger one comes along. Then he should
sell that one down the river when his original master comes back, saying he planned
to do so all along. Then... Well, you get the idea. It's a little like spinning plates,
only instead of plates, they're landmines.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Monster&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Monster is just scary. He enjoys causing pain, invoking fear,
and spilling blood. After that, he probably enjoys a few beers, and maybe spilling
some more blood. In fact, he's pretty much most of the characters I played in Jr.
High and part of High School.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;He reacts to any threat or slight with as much violence as is
available. Someone backtalks him? Kill them. Someone has something he wants? Kill
them and take it. Someone threatens him? Kill them, and then kill some other people
just to make sure. The only reason not to resort to violence is when doing so will
obviously get him killed. Then the Monster waits and resorts to violence later.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I sleep better at night thinking there aren't really people like
this. People might temporarily become Monsters in the midst of a war, or a riot. Or
possibly they act that way because of severe mental problems, but that's something
we'll cover later in the article.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Monster really doesn't make much of a character at all. He's
completely focused on destruction, so he doesn't have a lot to do unless there's fighting.
And if your game is always about fighting, you're probably not too worried about his
personality.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Monster is generally a hand-to-hand fighter. The further he
gets from the violence, the less personal it is, and he really likes the personal
touch. For him, the violence is the end, rather than the means, though he might be
fighting under the auspices of one cause or another. In fact, he could be very zealous
in pursuit of his cause, but ultimately that's because it gives him the chance to
hurt people.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are some variants on the Monster that I'll lump in here.
The Stone Cold Killer (generally a mafia assassin in a black leather overcoat) is
similar enough, but with better manners. The Savage Hunter type (think "Wolverine")
can be played as either good or evil. The evil ones tend to for a scary cat &amp;amp;
mouse routine instead of straight-up violence. If getting on your character's bad
side is more dangerous than living in the same town as Jessica Fletcher but not getting
your name in the credits, then there's a good chance your character is a Monster.
Especially if he doesn't have a good side.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In a typical group made up of PCs with the most remote shred of
conscience, the Monster doesn't make a very good PC. However, having an otherwise
normal PC with Monster-ish tendencies can be kind of cool. A classic Werewolf is a
pretty good example. The character struggles against himself. It's particularly cool
if the game is set up in such a way that the Monster side of the PC's personality
has access to something that the "civilized" side needs.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In an evil group, the Monster could ally himself with other PCs
who offer him more chances for violence. The Dark Necromancer needs his chief enforcer,
after all. And as long as the body count keeps rising, the Monster will probably remain
loyal. If he starts to have goals besides "maim, kill, destroy," he's turning into
another sort of villain.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Prince&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Ah, the Prince, who may not be a member of the nobility at all,
mind you. This is the cold, ruthless manipulator who will do anything necessary for
power. Power may be a means to an end, or an end in itself. Usually, it's an end in
itself. The Prince may have started out as a noble idealist, devoted to a cause and
willing to sacrifice anything for it. But somewhere along the way, he gets caught
up in the rush of power. Eventually, his cause is nothing more than a facade, an excuse
to continue his rise in power, and a tool to manipulate fanatics.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Prince is rather like the Rat-Bastard, but with better press.
And more vision. The Prince is all about vision. He's a man with a plan. And a contingency
plan. And his plan actually factors in someone messing with it, so just when you think
you've foiled him; you're really helping him out.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;And that's just if you've somehow actually figured out that he's
the bad guy. If the Prince is really on the ball, you'll think he's on your side.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;He's the master manipulator. He knows all the buttons to push
to get exactly the effect he wants. He has servants who are functionally loyal. They
may all hate him, and probably all hate each other, but he's so deft at playing them
against each other that they get the job done anyway. His servants' main job is to
bring him information. He's like a spider sitting at the center of a web. When you
touch it, he knows about you, and then you're trapped.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So how does a man become a Prince? (Or a woman, for that matter?
Foolish is the man who doesn't realize that women can be sneaky, too.) In a way, the
Prince is like the Rat-Bastard. He sees himself in a hostile world. But unlike the
Rat-Bastard, he thinks he has the power to change it, or at least to rise to the top
of it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Prince probably comes from a privileged background, one that
makes him accustomed to seeing people as tools. Or perhaps he was one of the tools,
forced to live in a world that tries to make him unworthy. But whatever the case,
he needs the chance to see real power at work. He also needs education. The Prince
is a smart guy, both clever and, in some ways, wise. As I said before, he needs vision.
He needs to see a much wider world than others see.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Prince is one of the easiest evil characters to integrate
into an otherwise mostly good party. Whether he's really even "evil" can be hard to
determine. If he plays his cards right, the rest of the group may never see just how
far astray he's led them. And he's going to be the leader, or better still the leader's
trusted advisor, the one who really makes all the decisions.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Putting a Prince into the game is not a decision to make lightly,
though. Aside from the purely practical concerns like whether you're personally smart
enough to pull it off, there's the fact that if you do succeed, you're going to really
change the tone of the game. Somewhere down the line, either the group is going to
shift from idealistic and noble to ruthless and arrogant, or there's going to be a
huge intraparty conflict. Either can be fun, but at the least it would be nice to
give the GM a heads up.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Prince works beautifully in an all-evil game. He can provide
leadership for a party of less visionary characters, welding the ragtag band into
a force of true and magnificent power. Or, if everybody's up for it, it can be fun
to pit a bunch of scary, manipulative Prince types against each other, with the GM
barely doing more than being the referee. Amber Diceless games, and lots of Vampire
LARPs are essentially just that.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Evil Genius&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Evil Genius is, perhaps, a shading of the Prince. He's smart,
ruthless, and charismatic enough to have a large group of fanatically loyal followers.
He probably quotes Machiavelli and Sun Tzu, unless he's so egotistical that he thinks
both of them were morons. And he lives in a world of morons. That may be the reason
he feels the need to take over the place: to provide some decent management.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Evil Genius is a man with a plan. It's a very unlikely plan,
involving a lot of difficult to control factors, and yet it hangs together with a
sort of awful certainty. Somehow, the Evil Genius can really pull it off.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Or at least he could if he didn't always spill the whole thing
to his arch-nemesis, then leave that nemesis alive.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But the plan remains. The Evil Genius is a driven man. He has
a goal (to rule the world, or sometimes to destroy it and build a new one out of the
ashes). With his intellectual superiority to everyone on earth, he's obviously within
his rights to pursue this plan. It might even be that he believes he's doing a good
thing, and that if all the lesser mortals could only understand, they'd support him.
(The ones who survived the plagues, anyway) His goal can only be achieved with some
sort of grandiose scheme, and he's the one to pull it off. So he gathers his secret
minions, consolidates his power, establishes a huge conspiracy, and starts putting
his plan into motion. But three people can only keep a secret if two of them are dead,
and in some fantasy games, not even then. So sooner or later, someone finds out.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This someone is a Hero. He is, in some ways, the Evil Genius'
reason to live. The Hero is clever (if not quite so clever as the Genius), capable
(much more so than all the incompetent henchmen the Genius has), and cursedly lucky.
It's that luck that always seems to turn the tide, snatching away the Genius's certain
victory.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Obviously, the Evil Genius has a few blind spots. He's not as
practical as the Prince. He's something of a romantic, really. An idealist. He often
has a strict code of honor. Of course, equally often, it's similar to the Rat Bastard's
code of honor, in that it only seems to apply to other people. But sometimes the Evil
Genius does really seem to follow some sort of rules of engagement. He sees his struggle
with the Hero as an epic duel of wits, and even provides hints and clues to help the
Hero keep up.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The path leading someone to the role of Evil Genius is marked
by arrogance. The Genius might have legitimate grievances with the world. Some of
them are environmental crusaders, or champions of the rights of the downtrodden. Others
are just megalomanicial sociopaths. In either case, the Evil Genius came to believe
that he was better, smarter, and wiser than anyone else, and that what he wants is
sufficiently important that the death of untold hundreds of innocents is an acceptable
loss.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Most Evil Geniuses start off in the privileged class. There's
a hefty education requirement, and secret underground bases don't come cheep. Some
of them start off as clever, but underprivileged lads and manage to attain their wealth
later on, but you never really get a poor Evil Genius. The underprivileged ones are
often just a bit sympathetic. Sometimes, their diabolical plans are attempts to avenge
a true injustice, or solve a real problem. It's just that the attempts are wildly
out of proportion to the problems.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;They study a lot. Most Evil Geniuses really are geniuses. They
tend to be brilliant strategists, tacticians, and organizers. No few are masters of
Science and technology, too. In the right venue, an Evil Genius might supplement or
replace science with magic.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Evil Genius is a difficult character to play in a typical
game. Usually, the PCs are supposed to stop the Evil Genius. Even if they're not,
the activities of a typical party of adventurers are not conducive to an Evil Genius'
typical plans. PCs tend to wander around on missions, having adventures and solving
mysteries. All that takes time the Evil Genius needs to design his death ray and recruit
followers.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In an all-evil group, the Evil Genius is a humorous alternative
to the Prince. He makes the perfect leader, except for his habits of casually killing
underlings and telling his plans to the enemy he doesn't kill immediately afterwards.
Of course, he doesn't have to be played for laughs. James Bond movies have a sense
of humor, but are essentially serious. The villains are presented as really being
able to do what they set out to do. In the right campaign world, the only difference
between an Evil Genius and a Prince is that the Prince tends to be a little more low-key.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;All right, I think that's enough for this time. Next time, we'll
continue the series with some less cartoonish characters.&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Welcome back. Today's foray into the secret arts of roleplaying
concerns evil. While it's not my thing, some people really enjoy playing evil characters.
I'm going to explore the topic a little to try to nail down how I think about it.
I'll try to cover the various ways players can portray evil characters and offer some
advice here and there.</font>
        </p>
        <p>
          <font color="#000000">So, without further ado, let's get to it.</font>
        </p>
        <h2>
          <font color="#000000">Original Sin</font>
        </h2>
        <p>
          <font color="#000000">When the first protogamers, arising from the primordial ooze
with their copies of Dungeons &amp; Dragons, decided that Jack Chick didn't have enough
to rant about already, they chose to play evil characters. The heirs to their tradition
are still doing so today, in a manner largely unchanged from those ancient beginnings.
(And, as an aside, I find it vaguely disturbing to refer to things that happened when
I was about ten years old as "ancient.")</font>
        </p>
        <p>
          <font color="#000000">I suspect that the vast majority of gamers who want to play
evil characters fall into this model. I would be really surprised if many of them
read my column, so I feel free to be just a touch judgmental. The stereotypical Evil
group is made up of a bunch of Chaotic Evil D&amp;D characters or Diabolical Rifts
characters who run around the countryside killing, maiming, stealing, and robbing
tombs. Really, there's not a lot of difference between what they do and what nominally
Good groups do except that the good guys probably tone down the rapine and don't kill
uppity NPCs out of hand.</font>
        </p>
        <p>
          <font color="#000000">This is essentially juvenile wish fulfillment. It's irresponsible,
selfish, and antisocial. And I would rather have people work it out of their systems
with dice and miniatures than in real life. I personally don't find it very appealing,
but I can see why some people would. It's hack &amp; slash gaming turned up to 11.
Take what you want by main force and destroy all who oppose you.</font>
        </p>
        <p>
          <font color="#000000">In my limited experience, the gamers who like to play this way
don't really dwell on the psychology, or even morality, of evil. They take the "EVIL"
label as a way to just do whatever they want specifically without having to think
about it. "Why did you kill the guard?" "I'm Chaotic Evil." "Why did you steal your
buddy's magic sword and sell it to buy booze?" "I'm Chaotic Evil."</font>
        </p>
        <p>
          <font color="#000000">See, it's easy.</font>
        </p>
        <p>
          <font color="#000000">So, since they don't really need my advice and probably aren't
reading my column anyway, let's leave those guys alone and move on to the next set.
Just to save myself a little grief, though, let me be clear: I don't believe that
everyone who plays evil characters in D&amp;D or Rifts does so just so they can be
irresponsible. I personally know people who play interesting, well-rendered evil D&amp;D
characters. I could probably find people who play the snootiest games in existence
in exactly the way I just described, too. D&amp;D and Rifts just happen to be easy
examples.</font>
        </p>
        <h2>
          <font color="#000000">I Am Become Death</font>
        </h2>
        <p>
          <font color="#000000">Vampire: the Masquerade opened up entire new vistas in the realm
of evil roleplaying. It was right there on the faux marble back cover, "A beast I
am, lest a beast I become." People had played monsters before, but Vampire made it
mainstream. Right there on your character sheet was an ablative chart of your morality.
That nasty Blood Pool meter was going to make you do stuff that violated that all-to-fragile
Humanity scale, and no matter how hard you tried to avoid it, your character was going
to end up as a hideous monster some day. Even before that, he had to do things almost
nightly that most humans would consider evil.</font>
        </p>
        <p>
          <font color="#000000">Of course, some people didn't try at all, and essentially played
Vampire the way they had been playing D&amp;D. Kill the Ventrue, take his treasure.
Works for me.</font>
        </p>
        <p>
          <font color="#000000">Besides his internal Beast, a Vampire also had to live in a
society that would make A Borgia nervous. There was this entire secret society waging
a very subtle war. The stakes were life and death. Just to survive, you were probably
going to have to do things you didn't want to do.</font>
        </p>
        <p>
          <font color="#000000">That's some evil I can sink my teeth into (no pun intended).
Vampire ushered in a bunch of other games with similar themes, and some expansions
for existing games. Of course, there had been some before. The first edition of Cyberpunk
predates Vampire, unless I'm mistaken, and edgerunners could be pretty evil people.</font>
        </p>
        <p>
          <font color="#000000">Playing an "evil" character in the Vampire style is an exploration
of morality. Is it possible to be a vampire and not be evil? How far will you go to
protect your immortal existence? Can anything you do be good when it's done by someone
who is a multi-murderer? Does human morality even still apply to you?</font>
        </p>
        <p>
          <font color="#000000">How it plays out is up to you. In a lot of ways, your character
will act like any other. Presumably something more is going on in the game than your
character sitting and brooding about his lot in life and drinking blood. What changes
is the focus. All your character's immediate goals play off of his inner struggle.
A rival gang is trespassing on his territory. What does he do? Fighting them means
giving in to his rage. Bargaining with them means reaching an accord with evil. Blackmailing
them means committing treachery? And he can't even really fall back on the justification
that he's the good guy here, can he? That would be hypocrisy.</font>
        </p>
        <p>
          <font color="#000000">Vampire was the first game I encountered that was really set
up to deal with these sorts of questions. Other games were certainly capable of it,
though. Somewhere in the middle of my really long Shadow Run game, I started thinking
about just how violent Shadowrunners were, and how it was a little odd for someone
who thought of himself as a "hero of the people" to casually blow away security guards
while he was breaking into someone's office.</font>
        </p>
        <p>
          <font color="#000000">Which is a nice segue for my next point...</font>
        </p>
        <h2>
          <font color="#000000">Whatever You Have to Do</font>
        </h2>
        <p>
          <font color="#000000">Taking a step back, it's likely that the vast majority of player
characters are relatively cutthroat mercenaries. Their alignment boxes might be filled
out "Lawful Good," but they probably seldom scruple to cut down hordes of orks or
rob tombs. Most gamers don't really care. A lot of the ones who do start playing their
characters differently. But there's some potential for good roleplaying in these amoral
characters.</font>
        </p>
        <p>
          <font color="#000000">I've already mentioned Cyberpunk and Shadow Run, which are both
games where the average character is an outlaw with, at best, a morally dubious occupation.
It's not a big stretch to say these characters are evil. In fact, the average person
living in the worlds they inhabit probably thinks they are. -- Runners are criminals
who kill, cheat, and steal. They live beyond the carefully regulated, safe, arms of
the corporations and sow anarchy and terror wherever they go.</font>
        </p>
        <p>
          <font color="#000000">So why do they do it? Almost every Runner ever would be better
off in a safe, corporate job. Why risk your life night after night? Why be a criminal?
There are lots of answers, and they all lead in interesting directions.</font>
        </p>
        <p>
          <font color="#000000">Here's a few of mine over the years: </font>
        </p>
        <ul>
          <li>
            <font color="#000000">Johnny Amadeus ran the shadows after he got involved in the
underworld while looking for the man who killed his brother, who was a shadowrunner.
He started with a strong distrust of authority, and added a dose of respect for some
of the people he met. He wanted to fight corruption, and thought he could do it better
from the shadows. He was also nursing a death wish, and the constant danger fed into
that. </font>
          </li>
          <li>
            <font color="#000000">Belladonna ran the shadows because she was physically incapable
of leading a normal life. Someone had turned her into a killing machine. When she
ran away from her master, the shadows were the only place to hide. </font>
          </li>
          <li>
            <font color="#000000">Eric Zane was a runner because he was an immoral bastard who
would do anything for money. I didn't really like him very much, so I quit playing
him after a while. </font>
          </li>
          <li>
            <font color="#000000">Pookha (a new character in a Shadowrun game I just started)
runs the shadows because he has no SIN, and needs money to pay for a friend's constant
medical care. He's a former ganger who would probably end up doing some jail time
if he tried to come out of the shadows, and he can't afford that. </font>
          </li>
        </ul>
        <p>
          <font color="#000000">My Runner types tend to be fairly good folks, other than all
the breaking and entering and shooting people. In fact, most of them have thought
of themselves as "the good guys" to one degree or another. Characters I've played
with have been a lot different. There are some really cool outlooks, and it's neat
to see how they interact. In Johnny's group, there were a couple of runners who were
just totally amoral. They didn't think about right and wrong at all, just about strong
and weak, smart and stupid. Johnny's tendency to want to leave guards alive when possible
bugged them to no end. There was one guy who pretty much believed he was a total bastard,
but kept it in check by following a strict code of honor.</font>
        </p>
        <p>
          <font color="#000000">The gritty mercenary style of gaming isn't outright evil, necessarily.
Just like good ole' hack &amp; slash, it can ignore the issue completely. Or the moral
issues can be played up. In a dystopian cyberpunk future, it can be hard to find anything
that's definitively good, and there are a lot of evils with no clear source.</font>
        </p>
        <h2>
          <font color="#000000">Staring into the Abyss </font>
        </h2>
        <p>
          <font color="#000000" size="2">The next style I'm going to touch on bears a superficial
resemblance to the first. It is possible to play deep, well rendered characters who
are utterly morally despicable. It's a style of play that has no real appeal for me.
I play pretty immersively, and depravity isn't something I really want to immerse
myself in.</font>
        </p>
        <p>
          <font color="#000000" size="2">Sabbat packs in Vampire: The Masquerade are the most
obvious example that leaps to my mind. I believe Werewolf also had a sourcebook that
made provisions for playing Formori, who tend to be pretty evil since they've been
dipped in a seething pit of corruption and then flash fried.</font>
        </p>
        <p>
          <font color="#000000" size="2">The only time I really get into playing utterly evil
characters is when I'm the GM. I find it to be one of my major challenges, so it's
one I've given a little thought to. Really evil people have a world view that's radically
skewed from "normal." There's something that funnels all their actions in a harmful
direction. The classic sociopath has no compassion, which allows him to commit atrocities
in the pursuit of his desires because he never feels any guilt. The fanatic is so
dedicated to a goal that the goal distorts his perceptions of the world. The psychopath,
due to mental illness, really can't perceive the world correctly.</font>
        </p>
        <p>
          <font color="#000000" size="2">Interestingly, none of these characters would call
themselves "evil." The sociopath would laugh at the concept. The fanatic might think
you were evil for asking. Of course, some fanatics aren't evil. A fanatic pacifist
probably isn't going to hurt anybody. The psychopath might consult with the voices
in his head or something. Pretty much by nature, "Evil" is a label that has to be
applied from outside, and in some cases each side of a conflict is applying it to
the other.</font>
        </p>
        <p>
          <font color="#000000" size="2">So that leaves you, the player, to see what it looks
like from the inside. What is it about your character that makes him think it's acceptable,
or even desirable, to hurt or kill people in pursuit of his goals? Or to lie, cheat,
and steal, which can be plenty harmful by itself.</font>
        </p>
        <p>
          <font color="#000000" size="2">In a melodramatic game, or a highly symbolic one, the
answers can be pretty easy. In Middle Earth, Orcs are evil because they were made
to be so by Sauron. In Star Wars, nobody really worries too much about why the Stormtroopers
shot up a whole crawler full of Jawas. (They were receiving stolen Imperial military
secrets. It was treason. Honest.)</font>
        </p>
        <p>
          <font color="#000000" size="2">In a more realistic game, the question gets a lot more
fuzzy. Some people would argue that there is no "evil" in the real world. That's a
debate I have no intention of starting right now. While there may be no true Good
and Evil in the real world, there are accepted standards and social mores. Most people
follow them, and react badly to people who don't. If you're playing a character who
rejects all that, there should be a reason. That reason might make for some interesting
roleplaying choices.</font>
        </p>
        <p>
          <font color="#000000" size="2">A character could be very noble and honorable, and
also believe that serfs belong to their lord, and whatever he wants to do to them
is fine. He could be empathic and charismatic, and also an anarchist who doesn't bat
an eye at a mailbox bomb because he thinks it's the only way to fight an oppressive
government. He could be a veteran soldier or inner city policeman who's just so desensitized
to violence that he doesn't realize how much of a monster he'd seem like to a normal
person.</font>
        </p>
        <p>
          <font color="#000000" size="2">Playing really socially maladjusted characters isn't
something I really recommend as a standard practice, but there are some cool ways
to do it. I'd love to play the veteran who's trying to put his past behind him, or
the arrogant nobleman who's starting to learn about the inherent worth of humanity.</font>
        </p>
        <p>
          <font color="#000000" size="2">And, as always, if you really want to play irredeemably
evil characters and revel in their cruelty and depravity, fine. I'll make no effort
whatsoever to stop you. Please don't LARP, though. The LARPers don't really need your
help. Also, I don't particularly want to game with you. That's fine. I have a group
I'm very happy with now, even though my Buffy game is on Hiatus because the GM thinks
it's more important to find a house for his family than to run my game.</font>
        </p>
        <h2>
          <font color="#000000">Evil Shall Always Triumph For Good Is Dumb</font>
        </h2>
        <p>
          <font color="#000000">The last way I can really think of to run evil characters is
for laughs. I haven't played many humorous games, so I don't have a lot of advice
here.</font>
        </p>
        <p>
          <font color="#000000">Playing evil as funny often involves turning genre conventions
on their heads. I've heard of games with teams of incompetent supervillians who end
up doing more good than harm, or dungeon monsters negotiating labor contracts and
scheduling so someone will be ready to meet the next party of adventurers.</font>
        </p>
        <p>
          <font color="#000000">In a humorous game, you're probably not going to be exploring
the depths of the human psyche. "Evil" is just another humorous shtick. In a sadly
defunct game I used to play with some RPG.net regulars, my character was Fiona Gentry.
She was a half-faerie, and her father was an Unseelie Lord. Children inherit all kinds
of traits from their parents, like eye color, shape of the nose, a tendency toward
being overweight... Fiona inherited her father's evil. She was actually a pretty nice
person, under all the typical teenage defensiveness, but she was evil. Palpably, tangibly
evil. She had to wear Goth style clothes. If she bought un-gothy clothes, they'd turn
gothy in her closet while she wasn't looking. She had a scary voice that, if the game
was a comic book, would have been written in gothic script with white letters on a
black background. When she was angry or distracted, she had a habit of accidentally
cursing people to the depths of the abyss.</font>
        </p>
        <p>
          <font color="#000000">But at least she had nice hair and a flawless complexion. Congenital
evil AND zits would be just too much to bear.</font>
        </p>
        <p>
          <font color="#000000">So, that's about enough for this installment. I might decide
(particularly if there's any demand for it) to extend my ramblings to cover how to
play an evil character amongst other PCs. (Hint: If you're a thief out in the wilderness
with three other people, one of whom can cast spells, and the other two of whom get
better combat rolls and more hit points than you DON'T STEAL FROM THEM! It's better
to wait until you get to town and there are more suspects.)</font>
        </p>
        <p>
          <font color="#000000">Bye till then.</font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=55e67667-c863-470f-a928-e4e192c838ab" />
      </body>
      <title>The Evils Men Do</title>
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      <pubDate>Tue, 22 Jul 2003 16:22:47 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back. Today's foray into the secret arts of roleplaying
concerns evil. While it's not my thing, some people really enjoy playing evil characters.
I'm going to explore the topic a little to try to nail down how I think about it.
I'll try to cover the various ways players can portray evil characters and offer some
advice here and there.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, without further ado, let's get to it.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Original Sin&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;When the first protogamers, arising from the primordial ooze with
their copies of Dungeons &amp;amp; Dragons, decided that Jack Chick didn't have enough
to rant about already, they chose to play evil characters. The heirs to their tradition
are still doing so today, in a manner largely unchanged from those ancient beginnings.
(And, as an aside, I find it vaguely disturbing to refer to things that happened when
I was about ten years old as "ancient.")&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I suspect that the vast majority of gamers who want to play evil
characters fall into this model. I would be really surprised if many of them read
my column, so I feel free to be just a touch judgmental. The stereotypical Evil group
is made up of a bunch of Chaotic Evil D&amp;amp;D characters or Diabolical Rifts characters
who run around the countryside killing, maiming, stealing, and robbing tombs. Really,
there's not a lot of difference between what they do and what nominally Good groups
do except that the good guys probably tone down the rapine and don't kill uppity NPCs
out of hand.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This is essentially juvenile wish fulfillment. It's irresponsible,
selfish, and antisocial. And I would rather have people work it out of their systems
with dice and miniatures than in real life. I personally don't find it very appealing,
but I can see why some people would. It's hack &amp;amp; slash gaming turned up to 11.
Take what you want by main force and destroy all who oppose you.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In my limited experience, the gamers who like to play this way
don't really dwell on the psychology, or even morality, of evil. They take the "EVIL"
label as a way to just do whatever they want specifically without having to think
about it. "Why did you kill the guard?" "I'm Chaotic Evil." "Why did you steal your
buddy's magic sword and sell it to buy booze?" "I'm Chaotic Evil."&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;See, it's easy.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, since they don't really need my advice and probably aren't
reading my column anyway, let's leave those guys alone and move on to the next set.
Just to save myself a little grief, though, let me be clear: I don't believe that
everyone who plays evil characters in D&amp;amp;D or Rifts does so just so they can be
irresponsible. I personally know people who play interesting, well-rendered evil D&amp;amp;D
characters. I could probably find people who play the snootiest games in existence
in exactly the way I just described, too. D&amp;amp;D and Rifts just happen to be easy
examples.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;I Am Become Death&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Vampire: the Masquerade opened up entire new vistas in the realm
of evil roleplaying. It was right there on the faux marble back cover, "A beast I
am, lest a beast I become." People had played monsters before, but Vampire made it
mainstream. Right there on your character sheet was an ablative chart of your morality.
That nasty Blood Pool meter was going to make you do stuff that violated that all-to-fragile
Humanity scale, and no matter how hard you tried to avoid it, your character was going
to end up as a hideous monster some day. Even before that, he had to do things almost
nightly that most humans would consider evil.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Of course, some people didn't try at all, and essentially played
Vampire the way they had been playing D&amp;amp;D. Kill the Ventrue, take his treasure.
Works for me.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Besides his internal Beast, a Vampire also had to live in a society
that would make A Borgia nervous. There was this entire secret society waging a very
subtle war. The stakes were life and death. Just to survive, you were probably going
to have to do things you didn't want to do.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That's some evil I can sink my teeth into (no pun intended). Vampire
ushered in a bunch of other games with similar themes, and some expansions for existing
games. Of course, there had been some before. The first edition of Cyberpunk predates
Vampire, unless I'm mistaken, and edgerunners could be pretty evil people.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Playing an "evil" character in the Vampire style is an exploration
of morality. Is it possible to be a vampire and not be evil? How far will you go to
protect your immortal existence? Can anything you do be good when it's done by someone
who is a multi-murderer? Does human morality even still apply to you?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;How it plays out is up to you. In a lot of ways, your character
will act like any other. Presumably something more is going on in the game than your
character sitting and brooding about his lot in life and drinking blood. What changes
is the focus. All your character's immediate goals play off of his inner struggle.
A rival gang is trespassing on his territory. What does he do? Fighting them means
giving in to his rage. Bargaining with them means reaching an accord with evil. Blackmailing
them means committing treachery? And he can't even really fall back on the justification
that he's the good guy here, can he? That would be hypocrisy.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Vampire was the first game I encountered that was really set up
to deal with these sorts of questions. Other games were certainly capable of it, though.
Somewhere in the middle of my really long Shadow Run game, I started thinking about
just how violent Shadowrunners were, and how it was a little odd for someone who thought
of himself as a "hero of the people" to casually blow away security guards while he
was breaking into someone's office.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Which is a nice segue for my next point...&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Whatever You Have to Do&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Taking a step back, it's likely that the vast majority of player
characters are relatively cutthroat mercenaries. Their alignment boxes might be filled
out "Lawful Good," but they probably seldom scruple to cut down hordes of orks or
rob tombs. Most gamers don't really care. A lot of the ones who do start playing their
characters differently. But there's some potential for good roleplaying in these amoral
characters.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I've already mentioned Cyberpunk and Shadow Run, which are both
games where the average character is an outlaw with, at best, a morally dubious occupation.
It's not a big stretch to say these characters are evil. In fact, the average person
living in the worlds they inhabit probably thinks they are. -- Runners are criminals
who kill, cheat, and steal. They live beyond the carefully regulated, safe, arms of
the corporations and sow anarchy and terror wherever they go.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So why do they do it? Almost every Runner ever would be better
off in a safe, corporate job. Why risk your life night after night? Why be a criminal?
There are lots of answers, and they all lead in interesting directions.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Here's a few of mine over the years: &lt;/font&gt; 
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;Johnny Amadeus ran the shadows after he got involved in the underworld
while looking for the man who killed his brother, who was a shadowrunner. He started
with a strong distrust of authority, and added a dose of respect for some of the people
he met. He wanted to fight corruption, and thought he could do it better from the
shadows. He was also nursing a death wish, and the constant danger fed into that. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Belladonna ran the shadows because she was physically incapable
of leading a normal life. Someone had turned her into a killing machine. When she
ran away from her master, the shadows were the only place to hide. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Eric Zane was a runner because he was an immoral bastard who would
do anything for money. I didn't really like him very much, so I quit playing him after
a while. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Pookha (a new character in a Shadowrun game I just started) runs
the shadows because he has no SIN, and needs money to pay for a friend's constant
medical care. He's a former ganger who would probably end up doing some jail time
if he tried to come out of the shadows, and he can't afford that. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;My Runner types tend to be fairly good folks, other than all the
breaking and entering and shooting people. In fact, most of them have thought of themselves
as "the good guys" to one degree or another. Characters I've played with have been
a lot different. There are some really cool outlooks, and it's neat to see how they
interact. In Johnny's group, there were a couple of runners who were just totally
amoral. They didn't think about right and wrong at all, just about strong and weak,
smart and stupid. Johnny's tendency to want to leave guards alive when possible bugged
them to no end. There was one guy who pretty much believed he was a total bastard,
but kept it in check by following a strict code of honor.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The gritty mercenary style of gaming isn't outright evil, necessarily.
Just like good ole' hack &amp;amp; slash, it can ignore the issue completely. Or the moral
issues can be played up. In a dystopian cyberpunk future, it can be hard to find anything
that's definitively good, and there are a lot of evils with no clear source.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Staring into the Abyss &lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000 size=2&gt;The next style I'm going to touch on bears a superficial
resemblance to the first. It is possible to play deep, well rendered characters who
are utterly morally despicable. It's a style of play that has no real appeal for me.
I play pretty immersively, and depravity isn't something I really want to immerse
myself in.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000 size=2&gt;Sabbat packs in Vampire: The Masquerade are the most obvious
example that leaps to my mind. I believe Werewolf also had a sourcebook that made
provisions for playing Formori, who tend to be pretty evil since they've been dipped
in a seething pit of corruption and then flash fried.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000 size=2&gt;The only time I really get into playing utterly evil characters
is when I'm the GM. I find it to be one of my major challenges, so it's one I've given
a little thought to. Really evil people have a world view that's radically skewed
from "normal." There's something that funnels all their actions in a harmful direction.
The classic sociopath has no compassion, which allows him to commit atrocities in
the pursuit of his desires because he never feels any guilt. The fanatic is so dedicated
to a goal that the goal distorts his perceptions of the world. The psychopath, due
to mental illness, really can't perceive the world correctly.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000 size=2&gt;Interestingly, none of these characters would call themselves
"evil." The sociopath would laugh at the concept. The fanatic might think you were
evil for asking. Of course, some fanatics aren't evil. A fanatic pacifist probably
isn't going to hurt anybody. The psychopath might consult with the voices in his head
or something. Pretty much by nature, "Evil" is a label that has to be applied from
outside, and in some cases each side of a conflict is applying it to the other.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000 size=2&gt;So that leaves you, the player, to see what it looks like
from the inside. What is it about your character that makes him think it's acceptable,
or even desirable, to hurt or kill people in pursuit of his goals? Or to lie, cheat,
and steal, which can be plenty harmful by itself.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000 size=2&gt;In a melodramatic game, or a highly symbolic one, the answers
can be pretty easy. In Middle Earth, Orcs are evil because they were made to be so
by Sauron. In Star Wars, nobody really worries too much about why the Stormtroopers
shot up a whole crawler full of Jawas. (They were receiving stolen Imperial military
secrets. It was treason. Honest.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000 size=2&gt;In a more realistic game, the question gets a lot more
fuzzy. Some people would argue that there is no "evil" in the real world. That's a
debate I have no intention of starting right now. While there may be no true Good
and Evil in the real world, there are accepted standards and social mores. Most people
follow them, and react badly to people who don't. If you're playing a character who
rejects all that, there should be a reason. That reason might make for some interesting
roleplaying choices.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000 size=2&gt;A character could be very noble and honorable, and also
believe that serfs belong to their lord, and whatever he wants to do to them is fine.
He could be empathic and charismatic, and also an anarchist who doesn't bat an eye
at a mailbox bomb because he thinks it's the only way to fight an oppressive government.
He could be a veteran soldier or inner city policeman who's just so desensitized to
violence that he doesn't realize how much of a monster he'd seem like to a normal
person.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000 size=2&gt;Playing really socially maladjusted characters isn't something
I really recommend as a standard practice, but there are some cool ways to do it.
I'd love to play the veteran who's trying to put his past behind him, or the arrogant
nobleman who's starting to learn about the inherent worth of humanity.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000 size=2&gt;And, as always, if you really want to play irredeemably
evil characters and revel in their cruelty and depravity, fine. I'll make no effort
whatsoever to stop you. Please don't LARP, though. The LARPers don't really need your
help. Also, I don't particularly want to game with you. That's fine. I have a group
I'm very happy with now, even though my Buffy game is on Hiatus because the GM thinks
it's more important to find a house for his family than to run my game.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Evil Shall Always Triumph For Good Is Dumb&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The last way I can really think of to run evil characters is for
laughs. I haven't played many humorous games, so I don't have a lot of advice here.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Playing evil as funny often involves turning genre conventions
on their heads. I've heard of games with teams of incompetent supervillians who end
up doing more good than harm, or dungeon monsters negotiating labor contracts and
scheduling so someone will be ready to meet the next party of adventurers.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In a humorous game, you're probably not going to be exploring
the depths of the human psyche. "Evil" is just another humorous shtick. In a sadly
defunct game I used to play with some RPG.net regulars, my character was Fiona Gentry.
She was a half-faerie, and her father was an Unseelie Lord. Children inherit all kinds
of traits from their parents, like eye color, shape of the nose, a tendency toward
being overweight... Fiona inherited her father's evil. She was actually a pretty nice
person, under all the typical teenage defensiveness, but she was evil. Palpably, tangibly
evil. She had to wear Goth style clothes. If she bought un-gothy clothes, they'd turn
gothy in her closet while she wasn't looking. She had a scary voice that, if the game
was a comic book, would have been written in gothic script with white letters on a
black background. When she was angry or distracted, she had a habit of accidentally
cursing people to the depths of the abyss.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But at least she had nice hair and a flawless complexion. Congenital
evil AND zits would be just too much to bear.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, that's about enough for this installment. I might decide (particularly
if there's any demand for it) to extend my ramblings to cover how to play an evil
character amongst other PCs. (Hint: If you're a thief out in the wilderness with three
other people, one of whom can cast spells, and the other two of whom get better combat
rolls and more hit points than you DON'T STEAL FROM THEM! It's better to wait until
you get to town and there are more suspects.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Bye till then.&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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        <p>
          <font color="#000000">Almost every game on the market has some kind of advancement
mechanic. In Dungeons &amp; Dragons, it's pretty simple. Going on adventures is rewarded
by Experience Points (hereafter referred to as XP no matter what any given game system
might call them). XP stack up to buy levels. Levels let you get new Feats, more Skill
points, and access to Keweler Ninja Powers (sometimes referred to as Class Abilities
and Spells). In Pendragon, it's a little fuzzier. Characters collect Skill Checks,
then, at the end of the year, test the Checked Skills to see if they improve. They
also get Advancements to represent whatever they might have been studying in their
spare time. Marvel Superheroes (as far as I know) started a really brutal trend wherein
your Karma (XP) was useful for day-to-day bonuses to rolls, and also for character
advancement. Shadow Run did the same thing, as did Deadlands. Castle Falkenstein has
no XP system, instead using GM fiat. I'd kind of like to play Castle Falkenstein long
enough to know how well that works out.</font>
        </p>
        <p>
          <font color="#000000">Most advancement systems do pretty much the same thing, allow
a character to gradually become more capable, or capable of new things. Which brings
us to the topic of this installment: "How should I spend my XP?"</font>
        </p>
        <p>
          <font color="#000000">I can't recall ever being in a situation where I couldn't think
of <i>something</i> to buy with my shiny new XPs, but lots of times I've run into
not having enough to buy everything I want (which is pretty much everything). I'm
guessing here that most of my readership has had similar experiences. So, what follows
is mostly some thoughts on how to pare down the shopping list to manageable levels.</font>
        </p>
        <h2>
          <font color="#000000">Before we Begin</font>
        </h2>
        <p>
          <font color="#000000">Most XP systems aren't terribly realistic, with "realistic"
being defined as "producing results similar to the way people in the real world learn
and improve. Most XP systems aren't terribly genre emulative, either. In a lot of
the fiction that inspires our hobby, people don't change much at all, or change radically
in a very short time.</font>
        </p>
        <p>
          <font color="#000000">I don't particularly care. I like going up in levels. (Well,
really, I prefer gradually spending XP wherever I want, but you get the idea.)</font>
        </p>
        <p>
          <font color="#000000">So, now that we've got that out of our systems, let's move on.</font>
        </p>
        <h2>
          <font color="#000000">What Have You Been Doing?</font>
        </h2>
        <p>
          <font color="#000000">This is the most realistic guideline for XP expenditure. If
your character has been getting in a lot of fights and living through them, his combat-related
abilities are probably increasing. If he's been spending all his time on research
and investigation, those skills are probably getting better. Sure, he may really <i>want</i> to
become a ninja master, but if he's not spending any time studying martial arts and
mystical handsigns, then he's just not going to get there.</font>
        </p>
        <p>
          <font color="#000000">If realism is at all your aim, this is the way you should spend
most of your XP. It may mean you can't always develop your character the way you'd
like, though. That's just life, as they say. If your character doesn't have the chance
to learn something, then it starts to hurt the shared illusion of the game if he suddenly
knows it anyway. Some genres are more tolerant of this than others, mind you. Rather
than feeling totally constrained, think of it as a challenge. A warrior who wants
to be the world's best swordsman will have to make a lot of sacrifices to do so. Those
sacrifices are roleplaying opportunities. I ran into this a lot with Sir Magnus, my
favorite Pendragon character. He was the second-best at just about everything because
he never focused on anything. Except Intrigue. Magnus rocked at Intrigue. He knew <i>everything</i> that
happened wherever he was. It was those charming Roman manners.</font>
        </p>
        <p>
          <font color="#000000">Even so, it was really frustrating to me that I couldn't get
his Sword skill quite as high as the guy who spent all his time dueling. Doubly so
because I was <i>so</i> close. But in the stillness of my soul, I knew that's the
way it should have been.</font>
        </p>
        <p>
          <font color="#000000">Most GMs will have no problem what-so-ever with you spending
your XP in this way. If they do, it generally comes at the upper levels of skill,
where, logically, you might really not be able to improve any more because you haven't
reached a situation that challenges your abilities. In those cases, you can either
argue with your GM, or pick something related to improve. For example, Ghost (my Tribe
8 character) had a 4 Melee skill for the longest time. The Weaver was really reluctant
to let me buy one more point. Eventually I decided it wasn't worth arguing (since
she might stop baking fresh cookies for the game session if I made her mad) and that
maybe Ghost could use a higher Dodge skill instead. Or hey, maybe some more Weapon-smithing
since that was theoretically the way he earned his living. I still held out my dream,
though, that in a far future, the legendary God of Death of some distant tribe would
look like Ghost holding his funky magic sword.</font>
        </p>
        <p>
          <font color="#000000">So, there's realism for you. But sometimes realism isn't your
goal. For those times, there are several more philosophies to choose from.</font>
        </p>
        <h2>
          <font color="#000000">What Do You Wish You'd Been Doing?</font>
        </h2>
        <p>
          <font color="#000000">Here's the second way, and maybe the most common. Essentially,
you just spend your XP however you want and back-justify it by saying that's what
your character has been doing in his off-time. This pre-supposes your character has
off-time. I've had games where a day where no one was trying to kill my character
were rare events to be cherished and held in loving memory for all time. Fortunately,
most of those characters really wanted the higher combat skills anyway...</font>
        </p>
        <p>
          <font color="#000000">I still try to maintain a little bit of narrative justification,
even when game events don't completely back me up. As much as I might want her to,
and despite the fact that the rules technically allow it, I would never have bought
Sorcery for Juri (my Potential Slayer in a Buffy game). It completely didn't fit the
character, and she had never shown the slightest inclination toward magic. I wouldn't
have bought Gun Fu (generic Firearms skill, for the Buffy-impaired) either. Juri doesn't
like guns, and would have been very unlikely to spend any time training with them.</font>
        </p>
        <p>
          <font color="#000000">On the other hand, I'd have no problem buying up Knowledge,
Computers, Science, or Sports even though I haven't made any issue of those skills.
They're all things she could logically have picked up here and there even though it
didn't come up in the game. Juri's a high school student. Presumably, they still teach
things in school. That's plenty of justification for a point or two. (But I'll probably
buy more Kung Fu and Get Medieval instead...)</font>
        </p>
        <h2>
          <font color="#000000">Oh, I Always Knew That</font>
        </h2>
        <p>
          <font color="#000000">Here, we're stretching a little bit. Sometimes, that's OK, though.
The rationalization here is that you're buying up an ability retroactively. Your character
always spoke French, or knew how to disarm a bomb, or whatever. It just never came
up before. Feng Shui (another game I'd like to get to play some day) actively encourages
this. Other games tolerate it fairly well. It's not something you want to necessarily
make a habit of, though. Sooner or later, you'll hit a continuity error.</font>
        </p>
        <p>
          <font color="#000000">GM approval is a much bigger deal here. There's a temptation
to ret-con abilities that would come in really handy now, but that you really don't
have any justification for. Some GMs like their continuity to be more sacrosanct than
others, too.</font>
        </p>
        <p>
          <font color="#000000">I most often find myself buying retroactive abilities when the
starting characters aren't quite as tough or skilled as I'd like them to be. If I'm
playing an esoteric character (which is frequently) I might have to fudge some abilities.
In those cases, I talk to the GM first to make my case. Then I buy up the abilities
that will really matter first to the appropriate levels, and buy at least a little
of whatever strange thing I want to work on later. This only stretches so far, and
doesn't work for everything. Before the Revised Edition, if I wanted to play someone
who spoke five or six languages in Vampire, that was going to be a big chunk of my
starting points. If I was making up a Linguist, I'd probably have bought a good level
in the Linguistics ability and one or two languages, then donated a large chunk of
my XP to buying the other ones I wanted as rapidly as possible. Otherwise, a starting
character might be severely crippled in other areas that didn't make s ense. On the
other hand, if I wanted to play a fighter-type, but never picked up Melee, it wouldn't
make a lot of sense for me to dump a lot of points into it later on and say he'd just
never bothered to pick up a sword before now.</font>
        </p>
        <p>
          <font color="#000000">That, by the way, is the guiding rule. In all but the loosest
of realities (Toon, Feng Shui, Amber...) this is only a good philosophy as long as
it makes sense. If it doesn't make sense, you've moved into the next philosophy...</font>
        </p>
        <h2>
          <font color="#000000">Because I <i>Really</i> Want To</font>
        </h2>
        <p>
          <font color="#000000">Sometimes there's no justification for what you want to do.
This can really be the case with any games with supernatural powers. How do you practice
flying? (Throw yourself at the ground until you miss) Sometimes it doesn't really
matter much. If you're playing a hack &amp; slash D&amp;D game with minimal roleplaying
and no particular overarching plot, you can probably take whatever new abilities you
want and no one will bat an eye. Of course, you are probably not a big fan of my column,
either, so the rest of this section is aimed at other people.</font>
        </p>
        <p>
          <font color="#000000">Generally, I try to advance my characters logically, with minimal
back-justification. Sometimes, though, I want something totally new, usually because
I came to regret decisions I made when I made the character in the first place. For
example, Ghost started the game with no Synthesis abilities (magic, basically). I
did that intentionally since I originally wanted Ghost to be the "big, dumb fighter,"
but as the game progressed I realized that without Synthesis, he'd never be as effective
as a character who had Synthesis, even if that character had lower skills and stats.
So eventually I saved up some points and bought some Synthesis. The Weaver worked
an opportunity for him to learn into the story, and we went on from there. It actually
took quite a while, because part of Ghost's personality was his rejection of the Fatimas,
who were the source of Synthesis.</font>
        </p>
        <p>
          <font color="#000000">If you can't justify something in the backstory, you should
try to justify it in the future, and work with the GM to make it happen. I'm in the
process of this right now with Juri, though I'm on the fence about whether or not
to go through with it. This is a pretty good example, and it's fresh on my mind, so
let's take a look.</font>
        </p>
        <p>
          <font color="#000000">Juri began as a Slayer in Training. For about the past ten years
of her life, she'd been raised by the Watchers' Council, studying and training so
that if she were called as the next Slayer, she'd be ready. At the end of our first
Season, she was Chosen, just in time to beat up our Big Bad for the season and survive
the beating she got in return. (Handy, that. It's almost like the GM planned it that
way...)</font>
        </p>
        <p>
          <font color="#000000">Which brings us to the present. Implicit, instinctive trust
in the Watchers is a huge part of Juri's character. She sees them as her parents since
they pretty much raised her. She sees herself as a Vassal of the Council since she
was brought up in the Samurai tradition. But, the Watchers don't really have her best
interests at heart, and aren't necessarily worthy of her respect. They've already
misled her and betrayed her friends a couple of times, and are likely to do so again.</font>
        </p>
        <p>
          <font color="#000000">Originally, I thought I'd follow the path laid out by the Buffy
TV show, wherein the Slayer gradually becomes disillusioned with the Watchers and
rejects them. That would be really easy to do. In Buffy, it only costs as many XP
to buy off a Drawback as you originally paid in Character Points. I could buy off
Juri's Obligation: Watcher's Council, and be done with it. There would be a somewhat
more substantial effect on the game, though. Juri is a foreign national living in
America. If she ticks off the Watchers, they could easily get her visa revoked. She
also has no particular job skills or means of income. She's completely reliant on
the Council. If she told them to kiss off, she'd have to find another way to get by,
and would shake up the lives of some of the other characters.</font>
        </p>
        <p>
          <font color="#000000">All that would be fun to play, and still may be the route I
take, but I recently thought of another one. The Watchers have always tried to control
the Slayer even as they say they're trying to assist her. What if a Slayer found some
way to turn the tables, to gain a significant amount of control over the Council?
In mechanical terms, that would be buying a 5 point Contact: Watcher's Council, and
maybe a few points of Resources (3 at the absolute most, probably only 1, if that).</font>
        </p>
        <p>
          <font color="#000000">In game terms, it's a major shift, even bigger than abandonment
of the Council. It's also not something I can do on my own. For this to work at all,
I have to have the GM behind me. (I love you, Stone).</font>
        </p>
        <p>
          <font color="#000000">It would have to start with Juri getting the chance to get influence
with some members of the Council, at which point I might buy Contacts: Watchers (1).
Then time would pass, and Juri would have to get more involved in Council politics
somehow. This would probably culminate in a major story-arc in which she either made
it to the top, or lost everything.</font>
        </p>
        <p>
          <font color="#000000">At that point, I'd either spend whatever XP I needed to spend
to buy the Watchers Contact up to 5 points, or I might lose the points I'd already
spent up to this point and have to buy off the Obligation. (Actually, the whole Obligation
thing is a little hazy due to a fuzzy spot in the rules)</font>
        </p>
        <p>
          <font color="#000000">Now, this example would have a pretty significant effect on
the game's tone. If the GM doesn't want the Watchers to be a big part of the story,
he's probably not going to let me turn them into one of Juri's most significant advantages.
(Did I mention that I love you, Stone?)</font>
        </p>
        <p>
          <font color="#000000">A better example from Buffy is the Werewolf Quality. Oz picked
up the Drawback version, and eventually kind of maybe the Quality version later on.
Being a Werewolf is cool. You get to be strong and fast and tough, and have claws.
Claws are very useful. Just ask Juri, who has 4 points of natural armor against blunt
damage, which never seems to matter since everyone who tries to kill her has claws.
(But I love you anyway, Stone)</font>
        </p>
        <p>
          <font color="#000000">There's not really any way to foreshadow your character becoming
a Werewolf. He gets bit, then about a month later, things get a little hairy. If you
wanted to do it, you'd need to have the GM on your side. In fact, you'd better be
prepared to suffer for it for a while. If it came up in my game, you'd start off with
the Drawback version and have to go through at least one story where your character
got loose accidentally and might have killed someone. I'd also try to sneak in someone
you bit, but who survived without you knowing about it, so I could smite you with
a nemesis later. Then, after a while, you'd get to buy off the Drawback and buy the
Quality, but only after something had happened in the game to explain your control
over your condition.</font>
        </p>
        <p>
          <font color="#000000">The key to "Because I really want to" is thinking ahead. In
its way, it's no different than improving the abilities you're using in game. You're
just actively trying to improve the ones you want, and going a bit beyond that by
asking the GM to help you engineer situations that produce the results you want.</font>
        </p>
        <h2>
          <font color="#000000">Closing Thoughts</font>
        </h2>
        <p>
          <font color="#000000">Is it that time already? I suppose so.</font>
        </p>
        <p>
          <font color="#000000">Like just about everything in gaming, spending XP is part of
the story, and it's one of the parts where the players have a lot of power. (Please
don't make me go all GNS here. By "story" I just mean "the collective narrative of
the game's events, from inception to end.")</font>
        </p>
        <p>
          <font color="#000000">The GM can keep your character from being able to talk to the
people he wants to find, and he can make sure his big uber-pet-NPC nemesis guy who's
really his old PC from a D&amp;D game he played back in high school never sticks around
long enough for you to stick your magic sword through his spleen. Heck, he can keep
you from getting a magic sword in the first place in most games. But in general, he
can't keep your character from studying swordplay, or trying to make new contacts.</font>
        </p>
        <p>
          <font color="#000000">While your deciding where to spend your XP, you should think
about how your decisions will develop the story. The decisions you make will say a
lot about your character's personality. Does he say he's a pacifist, but you keep
buying more Melee? Why? There could be a really neat reason. Once he's the best swordsman
in the city, what's going to happen? The other Best Swordsman in the City may have
something to say about it. And all those Second Best Swordsmen who want to be the
new Best Swordsman will probably also take an interest.</font>
        </p>
        <p>
          <font color="#000000">Then there's the GM. He almost certainly has something up his
sleeve. If the group is headed off to investigate the ancient ruins over the next
hill, being the best swordsman in the city may not be quite as useful as being the
guy who knows how to light a torch from flint and steel in the dark, or the guy who
knows how to bind someone's wounds when the cleric is unconscious. It helps everyone
if you develop your character along lines that don't diverge too far from the overall
plot of the game. If you want to play the world's greatest detective, you're going
to be pretty bored unless the GM has some mysteries in mind. Of course, if one of
my players wanted to play the world's greatest detective, I'd try to come up with
some mysteries for him to solve. It's a give and take thing.</font>
        </p>
        <p>
          <font color="#000000">Like just about all of my columns, the final advice comes down
to "play nice." It's easy to get caught up in what you want (like my weeks-long attempt
to talk my T8 GM into letting me have a 5 Melee score) but in the end it's almost
always better to compromise if you hit serious resistance. Playing selfishly or irresponsibly
makes the entire game worse, and if the game becomes not fun, what good is whatever
shiny toy you got out of it?</font>
        </p>
        <p>
          <font color="#000000">Compromise works both ways, though. If the game is not fun because
you're never allowed to have <i>any</i> shiny toys, then something needs to change.
I've been in a couple of games where the GM and the players had radically different
views of how powerful the characters should be, or of where the game should go. Sometimes
it's best just to cut your losses and move on to something you'll enjoy.</font>
        </p>
        <p>
          <font color="#000000">I guess that's enough blathering for this time.</font>
        </p>
        <p>
          <br />
          <font color="#000000">Next up: a complete surprise (since I haven't decided yet)<br /></font>
        </p>
        <p>
          <font color="#000000">See you then.</font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=5d65fe06-4f8b-4850-8ee7-c81a2ce54b87" />
      </body>
      <title>Teaching an Old Dog New Tricks: or, What Should I Do with All These Experience Points?</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,5d65fe06-4f8b-4850-8ee7-c81a2ce54b87.aspx</guid>
      <link>http://www.davidgoodner.com/PermaLink,guid,5d65fe06-4f8b-4850-8ee7-c81a2ce54b87.aspx</link>
      <pubDate>Mon, 16 Jun 2003 16:18:31 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Almost every game on the market has some kind of advancement mechanic.
In Dungeons &amp;amp; Dragons, it's pretty simple. Going on adventures is rewarded by
Experience Points (hereafter referred to as XP no matter what any given game system
might call them). XP stack up to buy levels. Levels let you get new Feats, more Skill
points, and access to Keweler Ninja Powers (sometimes referred to as Class Abilities
and Spells). In Pendragon, it's a little fuzzier. Characters collect Skill Checks,
then, at the end of the year, test the Checked Skills to see if they improve. They
also get Advancements to represent whatever they might have been studying in their
spare time. Marvel Superheroes (as far as I know) started a really brutal trend wherein
your Karma (XP) was useful for day-to-day bonuses to rolls, and also for character
advancement. Shadow Run did the same thing, as did Deadlands. Castle Falkenstein has
no XP system, instead using GM fiat. I'd kind of like to play Castle Falkenstein long
enough to know how well that works out.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Most advancement systems do pretty much the same thing, allow
a character to gradually become more capable, or capable of new things. Which brings
us to the topic of this installment: "How should I spend my XP?"&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I can't recall ever being in a situation where I couldn't think
of &lt;i&gt;something&lt;/i&gt; to buy with my shiny new XPs, but lots of times I've run into
not having enough to buy everything I want (which is pretty much everything). I'm
guessing here that most of my readership has had similar experiences. So, what follows
is mostly some thoughts on how to pare down the shopping list to manageable levels.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Before we Begin&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Most XP systems aren't terribly realistic, with "realistic" being
defined as "producing results similar to the way people in the real world learn and
improve. Most XP systems aren't terribly genre emulative, either. In a lot of the
fiction that inspires our hobby, people don't change much at all, or change radically
in a very short time.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I don't particularly care. I like going up in levels. (Well, really,
I prefer gradually spending XP wherever I want, but you get the idea.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, now that we've got that out of our systems, let's move on.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;What Have You Been Doing?&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This is the most realistic guideline for XP expenditure. If your
character has been getting in a lot of fights and living through them, his combat-related
abilities are probably increasing. If he's been spending all his time on research
and investigation, those skills are probably getting better. Sure, he may really &lt;i&gt;want&lt;/i&gt; to
become a ninja master, but if he's not spending any time studying martial arts and
mystical handsigns, then he's just not going to get there.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If realism is at all your aim, this is the way you should spend
most of your XP. It may mean you can't always develop your character the way you'd
like, though. That's just life, as they say. If your character doesn't have the chance
to learn something, then it starts to hurt the shared illusion of the game if he suddenly
knows it anyway. Some genres are more tolerant of this than others, mind you. Rather
than feeling totally constrained, think of it as a challenge. A warrior who wants
to be the world's best swordsman will have to make a lot of sacrifices to do so. Those
sacrifices are roleplaying opportunities. I ran into this a lot with Sir Magnus, my
favorite Pendragon character. He was the second-best at just about everything because
he never focused on anything. Except Intrigue. Magnus rocked at Intrigue. He knew &lt;i&gt;everything&lt;/i&gt; that
happened wherever he was. It was those charming Roman manners.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Even so, it was really frustrating to me that I couldn't get his
Sword skill quite as high as the guy who spent all his time dueling. Doubly so because
I was &lt;i&gt;so&lt;/i&gt; close. But in the stillness of my soul, I knew that's the way it should
have been.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Most GMs will have no problem what-so-ever with you spending your
XP in this way. If they do, it generally comes at the upper levels of skill, where,
logically, you might really not be able to improve any more because you haven't reached
a situation that challenges your abilities. In those cases, you can either argue with
your GM, or pick something related to improve. For example, Ghost (my Tribe 8 character)
had a 4 Melee skill for the longest time. The Weaver was really reluctant to let me
buy one more point. Eventually I decided it wasn't worth arguing (since she might
stop baking fresh cookies for the game session if I made her mad) and that maybe Ghost
could use a higher Dodge skill instead. Or hey, maybe some more Weapon-smithing since
that was theoretically the way he earned his living. I still held out my dream, though,
that in a far future, the legendary God of Death of some distant tribe would look
like Ghost holding his funky magic sword.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, there's realism for you. But sometimes realism isn't your
goal. For those times, there are several more philosophies to choose from.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;What Do You Wish You'd Been Doing?&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Here's the second way, and maybe the most common. Essentially,
you just spend your XP however you want and back-justify it by saying that's what
your character has been doing in his off-time. This pre-supposes your character has
off-time. I've had games where a day where no one was trying to kill my character
were rare events to be cherished and held in loving memory for all time. Fortunately,
most of those characters really wanted the higher combat skills anyway...&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I still try to maintain a little bit of narrative justification,
even when game events don't completely back me up. As much as I might want her to,
and despite the fact that the rules technically allow it, I would never have bought
Sorcery for Juri (my Potential Slayer in a Buffy game). It completely didn't fit the
character, and she had never shown the slightest inclination toward magic. I wouldn't
have bought Gun Fu (generic Firearms skill, for the Buffy-impaired) either. Juri doesn't
like guns, and would have been very unlikely to spend any time training with them.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;On the other hand, I'd have no problem buying up Knowledge, Computers,
Science, or Sports even though I haven't made any issue of those skills. They're all
things she could logically have picked up here and there even though it didn't come
up in the game. Juri's a high school student. Presumably, they still teach things
in school. That's plenty of justification for a point or two. (But I'll probably buy
more Kung Fu and Get Medieval instead...)&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Oh, I Always Knew That&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Here, we're stretching a little bit. Sometimes, that's OK, though.
The rationalization here is that you're buying up an ability retroactively. Your character
always spoke French, or knew how to disarm a bomb, or whatever. It just never came
up before. Feng Shui (another game I'd like to get to play some day) actively encourages
this. Other games tolerate it fairly well. It's not something you want to necessarily
make a habit of, though. Sooner or later, you'll hit a continuity error.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;GM approval is a much bigger deal here. There's a temptation to
ret-con abilities that would come in really handy now, but that you really don't have
any justification for. Some GMs like their continuity to be more sacrosanct than others,
too.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I most often find myself buying retroactive abilities when the
starting characters aren't quite as tough or skilled as I'd like them to be. If I'm
playing an esoteric character (which is frequently) I might have to fudge some abilities.
In those cases, I talk to the GM first to make my case. Then I buy up the abilities
that will really matter first to the appropriate levels, and buy at least a little
of whatever strange thing I want to work on later. This only stretches so far, and
doesn't work for everything. Before the Revised Edition, if I wanted to play someone
who spoke five or six languages in Vampire, that was going to be a big chunk of my
starting points. If I was making up a Linguist, I'd probably have bought a good level
in the Linguistics ability and one or two languages, then donated a large chunk of
my XP to buying the other ones I wanted as rapidly as possible. Otherwise, a starting
character might be severely crippled in other areas that didn't make s ense. On the
other hand, if I wanted to play a fighter-type, but never picked up Melee, it wouldn't
make a lot of sense for me to dump a lot of points into it later on and say he'd just
never bothered to pick up a sword before now.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That, by the way, is the guiding rule. In all but the loosest
of realities (Toon, Feng Shui, Amber...) this is only a good philosophy as long as
it makes sense. If it doesn't make sense, you've moved into the next philosophy...&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Because I &lt;i&gt;Really&lt;/i&gt; Want To&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Sometimes there's no justification for what you want to do. This
can really be the case with any games with supernatural powers. How do you practice
flying? (Throw yourself at the ground until you miss) Sometimes it doesn't really
matter much. If you're playing a hack &amp;amp; slash D&amp;amp;D game with minimal roleplaying
and no particular overarching plot, you can probably take whatever new abilities you
want and no one will bat an eye. Of course, you are probably not a big fan of my column,
either, so the rest of this section is aimed at other people.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Generally, I try to advance my characters logically, with minimal
back-justification. Sometimes, though, I want something totally new, usually because
I came to regret decisions I made when I made the character in the first place. For
example, Ghost started the game with no Synthesis abilities (magic, basically). I
did that intentionally since I originally wanted Ghost to be the "big, dumb fighter,"
but as the game progressed I realized that without Synthesis, he'd never be as effective
as a character who had Synthesis, even if that character had lower skills and stats.
So eventually I saved up some points and bought some Synthesis. The Weaver worked
an opportunity for him to learn into the story, and we went on from there. It actually
took quite a while, because part of Ghost's personality was his rejection of the Fatimas,
who were the source of Synthesis.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If you can't justify something in the backstory, you should try
to justify it in the future, and work with the GM to make it happen. I'm in the process
of this right now with Juri, though I'm on the fence about whether or not to go through
with it. This is a pretty good example, and it's fresh on my mind, so let's take a
look.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Juri began as a Slayer in Training. For about the past ten years
of her life, she'd been raised by the Watchers' Council, studying and training so
that if she were called as the next Slayer, she'd be ready. At the end of our first
Season, she was Chosen, just in time to beat up our Big Bad for the season and survive
the beating she got in return. (Handy, that. It's almost like the GM planned it that
way...)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Which brings us to the present. Implicit, instinctive trust in
the Watchers is a huge part of Juri's character. She sees them as her parents since
they pretty much raised her. She sees herself as a Vassal of the Council since she
was brought up in the Samurai tradition. But, the Watchers don't really have her best
interests at heart, and aren't necessarily worthy of her respect. They've already
misled her and betrayed her friends a couple of times, and are likely to do so again.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Originally, I thought I'd follow the path laid out by the Buffy
TV show, wherein the Slayer gradually becomes disillusioned with the Watchers and
rejects them. That would be really easy to do. In Buffy, it only costs as many XP
to buy off a Drawback as you originally paid in Character Points. I could buy off
Juri's Obligation: Watcher's Council, and be done with it. There would be a somewhat
more substantial effect on the game, though. Juri is a foreign national living in
America. If she ticks off the Watchers, they could easily get her visa revoked. She
also has no particular job skills or means of income. She's completely reliant on
the Council. If she told them to kiss off, she'd have to find another way to get by,
and would shake up the lives of some of the other characters.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;All that would be fun to play, and still may be the route I take,
but I recently thought of another one. The Watchers have always tried to control the
Slayer even as they say they're trying to assist her. What if a Slayer found some
way to turn the tables, to gain a significant amount of control over the Council?
In mechanical terms, that would be buying a 5 point Contact: Watcher's Council, and
maybe a few points of Resources (3 at the absolute most, probably only 1, if that).&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In game terms, it's a major shift, even bigger than abandonment
of the Council. It's also not something I can do on my own. For this to work at all,
I have to have the GM behind me. (I love you, Stone).&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;It would have to start with Juri getting the chance to get influence
with some members of the Council, at which point I might buy Contacts: Watchers (1).
Then time would pass, and Juri would have to get more involved in Council politics
somehow. This would probably culminate in a major story-arc in which she either made
it to the top, or lost everything.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;At that point, I'd either spend whatever XP I needed to spend
to buy the Watchers Contact up to 5 points, or I might lose the points I'd already
spent up to this point and have to buy off the Obligation. (Actually, the whole Obligation
thing is a little hazy due to a fuzzy spot in the rules)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Now, this example would have a pretty significant effect on the
game's tone. If the GM doesn't want the Watchers to be a big part of the story, he's
probably not going to let me turn them into one of Juri's most significant advantages.
(Did I mention that I love you, Stone?)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A better example from Buffy is the Werewolf Quality. Oz picked
up the Drawback version, and eventually kind of maybe the Quality version later on.
Being a Werewolf is cool. You get to be strong and fast and tough, and have claws.
Claws are very useful. Just ask Juri, who has 4 points of natural armor against blunt
damage, which never seems to matter since everyone who tries to kill her has claws.
(But I love you anyway, Stone)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There's not really any way to foreshadow your character becoming
a Werewolf. He gets bit, then about a month later, things get a little hairy. If you
wanted to do it, you'd need to have the GM on your side. In fact, you'd better be
prepared to suffer for it for a while. If it came up in my game, you'd start off with
the Drawback version and have to go through at least one story where your character
got loose accidentally and might have killed someone. I'd also try to sneak in someone
you bit, but who survived without you knowing about it, so I could smite you with
a nemesis later. Then, after a while, you'd get to buy off the Drawback and buy the
Quality, but only after something had happened in the game to explain your control
over your condition.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The key to "Because I really want to" is thinking ahead. In its
way, it's no different than improving the abilities you're using in game. You're just
actively trying to improve the ones you want, and going a bit beyond that by asking
the GM to help you engineer situations that produce the results you want.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Closing Thoughts&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Is it that time already? I suppose so.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Like just about everything in gaming, spending XP is part of the
story, and it's one of the parts where the players have a lot of power. (Please don't
make me go all GNS here. By "story" I just mean "the collective narrative of the game's
events, from inception to end.")&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The GM can keep your character from being able to talk to the
people he wants to find, and he can make sure his big uber-pet-NPC nemesis guy who's
really his old PC from a D&amp;amp;D game he played back in high school never sticks around
long enough for you to stick your magic sword through his spleen. Heck, he can keep
you from getting a magic sword in the first place in most games. But in general, he
can't keep your character from studying swordplay, or trying to make new contacts.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;While your deciding where to spend your XP, you should think about
how your decisions will develop the story. The decisions you make will say a lot about
your character's personality. Does he say he's a pacifist, but you keep buying more
Melee? Why? There could be a really neat reason. Once he's the best swordsman in the
city, what's going to happen? The other Best Swordsman in the City may have something
to say about it. And all those Second Best Swordsmen who want to be the new Best Swordsman
will probably also take an interest.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Then there's the GM. He almost certainly has something up his
sleeve. If the group is headed off to investigate the ancient ruins over the next
hill, being the best swordsman in the city may not be quite as useful as being the
guy who knows how to light a torch from flint and steel in the dark, or the guy who
knows how to bind someone's wounds when the cleric is unconscious. It helps everyone
if you develop your character along lines that don't diverge too far from the overall
plot of the game. If you want to play the world's greatest detective, you're going
to be pretty bored unless the GM has some mysteries in mind. Of course, if one of
my players wanted to play the world's greatest detective, I'd try to come up with
some mysteries for him to solve. It's a give and take thing.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Like just about all of my columns, the final advice comes down
to "play nice." It's easy to get caught up in what you want (like my weeks-long attempt
to talk my T8 GM into letting me have a 5 Melee score) but in the end it's almost
always better to compromise if you hit serious resistance. Playing selfishly or irresponsibly
makes the entire game worse, and if the game becomes not fun, what good is whatever
shiny toy you got out of it?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Compromise works both ways, though. If the game is not fun because
you're never allowed to have &lt;i&gt;any&lt;/i&gt; shiny toys, then something needs to change.
I've been in a couple of games where the GM and the players had radically different
views of how powerful the characters should be, or of where the game should go. Sometimes
it's best just to cut your losses and move on to something you'll enjoy.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I guess that's enough blathering for this time.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;font color=#000000&gt;Next up: a complete surprise (since I haven't decided yet)&lt;br&gt;
&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;See you then.&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Welcome back.</font>
        </p>
        <p>
          <font color="#000000">Last time I talked about GM generated conflict, but that's really
only part of the picture. In a lot of games, it's the biggest part of the picture.
In fact, it's kind of the default assumption in most games: the GM comes up with a
plot, and the players interact with it.</font>
        </p>
        <p>
          <font color="#000000">But there are other options. In games like Amber or most social
LARPs Player vs. Player conflict is assumed to play a big part. Even in more traditional
games, PCs can have conflicting goals. Players can also initiate plots of their own.
In fact, one of my favorite ways to GM is to give the players a setting and see what
they find to do there, only stepping in with my own plot events when it seems like
fun.</font>
        </p>
        <p>
          <font color="#000000">So let's talk about Player-generated conflict. In previous columns,
I have talked about having goals for your character, and how they don't all need to
be in harmony with the rest of the group. PC goals are the <span lang="en-us"></span>seeds
of Player-generated conflict.</font>
        </p>
        <p>
          <font color="#000000">Well, they're the seeds of good Player-generated conflict. Real-life
disagreements being dragged into the game in stupid, immature ways are the seeds of
more than a few Player-generated conflicts.</font>
        </p>
        <p>
          <font color="#000000">But let's talk about the constructive ones, instead. As a Player,
you have the potential to generate conflict whenever you have your character pursue
his goals. That conflict can go in two basic directions. Player vs. GM, or Player
vs. Player.</font>
        </p>
        <h1>
          <font color="#000000">Player vs. GM</font>
        </h1>
        <p>
          <font color="#000000">Player vs. GM conflict is fairly similar to the usual setup
in gaming. In fact, it can be hard to tell who's generating the conflict sometimes.
The PC tries to do something, and the GM puts obstacles in his way. The PC reacts,
and the cycle repeats. The only real difference is in who started it, which can have
one major consequence. If the Player does something the GM really didn't' expect,
the GM has to improvise.</font>
        </p>
        <p>
          <font color="#000000">I probably don't need to mention that some GMs are better at
improvising than others.</font>
        </p>
        <p>
          <font color="#000000">The Platonic Ideal GM would have considered every possibility
and would already be prepared for that course of action. I am not, nor have I ever
played with such a GM. Fortunately, there are ways to fake it.</font>
        </p>
        <p>
          <font color="#000000">A really good GM probably knows enough about his setting to
figure out how to react on the fly. Since most of my games are only informally mapped
out at best, I'm doing a lot of that anyway. I spend more time figuring out who the
NPCs are and what they're likely to do than I do working out exact events, so my players
can't do too much that's unexpected. I wasn't expecting anything anyway.</font>
        </p>
        <p>
          <font color="#000000">(They have really floored me more than once, though.)</font>
        </p>
        <p>
          <font color="#000000">A less flexible GM might stonewall the player temporarily, or,
better yet ask the player, out of character, to hold off for a while, until he figures
out what to do. I've had to do that a couple of times. I think the result was better
than if I'd tried to work completely in the dark.</font>
        </p>
        <p>
          <font color="#000000">A really inflexible GM could just make the unexpected actions
impossible or force them to end in automatic failure. This is commonly called "railroading"
or "bad GMing." Bad GMs will even do it when the Players are following the "main"
plot, but in an unexpected way.</font>
        </p>
        <p>
          <font color="#000000">As a Player, here's what you need to think about:</font>
        </p>
        <p>
          <i>
            <font color="#000000">How open is the GM to Player-initiated plots?</font>
          </i>
        </p>
        <p>
          <font color="#000000">I've run and played on both ends of the spectrum: games that
pretty much ran on rails, and games that didn't run at all unless the players found
something interesting to do. I'm happiest somewhere in between, with the GM presenting
a compelling plot for the players to unravel, but with room for some pretty significant
subplots that the players introduce.</font>
        </p>
        <p>
          <font color="#000000">In fact, I'm gearing up to play in a Witchcraft game (finally)
in the next month or so, and I tacked about two pages of subplot ideas onto my character
background. I told the GM what kind of things I'd like to see, and what I'd generally
be doing if left to my own devices. He seemed to appreciate it. We'll have to see
how it goes when the game starts (if we don't end up playing Champions instead, with
a different GM)</font>
        </p>
        <p>
          <font color="#000000">This gets into some fundamental gaming issues. If you really,
really want to be able to pursue your character's own agenda, and your GM really,
really wants to run just his plot, then it might be that you should find a different
game. More often, though, it's just a matter of striking a balance and smoothing out
the difference between play styles. For instance, I personally love it when my players
tell me what their character goals are so I can work opportunities to pursue those
goals into my plans.</font>
        </p>
        <p>
          <font color="#000000">I guess that turns a Player-generated plot into a GM-generated
one, but I'm not really sure.</font>
        </p>
        <p>
          <i>
            <font color="#000000">How important are your character's personal goals?</font>
          </i>
        </p>
        <p>
          <font color="#000000">Assuming the GM has a plot in mind, you might have to prioritize
a little. To this day, I still don't understand what was going through the player
of Jason's mind in my Now is the Winter Vampire chronicle. I'd pretty much established
that one of two evil Malkavians was well on the way to completely shattering the Masquerade
beyond all repair, and wanted to kill the PCs just out of spite (Jason in particular).
Further, the Prince was the only guy around who could stand up to him one-on-one.
Even further, Jason's own Sire wanted him to help the Prince.</font>
        </p>
        <p>
          <font color="#000000">But Jason thought now would be a good time to try to spark a
minor Anarch revolt and seize power for Clan Brujah.</font>
        </p>
        <p>
          <font color="#000000">Well, in a way I guess I could see his point. Still, it was
a pain to find ways to convince Jason to at least look in the direction of my plot
from time to time, and he took up more of my time than was really fair to the other
players.</font>
        </p>
        <p>
          <font color="#000000">My rule of thumb is "Saving the world" outranks "wining the
heart of the fair damsel." If the GM has a strong plot, I'll usually try to follow
it to as great an extent as is logical for my character, but try to get time for my
personal goals whenever I can.</font>
        </p>
        <p>
          <font color="#000000">Back in my goal setting columns, I already discussed the idea
that your character's personal goals have to be worked in as the GM has time for them.
If you're one of five players, you can only really expect about a fifth of the GM's
time.</font>
        </p>
        <p>
          <font color="#000000">Of course, if you can get several players involved, then jointly
you get more time. Such was the case with a character in my Now is the Winter game
by the name of Maximillian.</font>
        </p>
        <p>
          <font color="#000000">Max was a Setite envoy, recently come to Scarborough to see
if maybe the Prince was in a forgiving mood. (See, he'd kind of kicked them out when
he caught one selling heroin to a member of his Herd. And by "kicked out" I mean "staked,
decapitated, or and burned to ashes.") Max was something of a ladies' man, and liked
to flirt and show off his vampiric nature to those who knew the signs by giving roses
to female vampires he met.</font>
        </p>
        <p>
          <font color="#000000">One of the male PCs came to instantly hate Max when Max gave
his girlfriend, and later in the same night his new Childe, a rose. Pretty soon, he
had the rest of the group convinced that Max was the living personification of evil.</font>
        </p>
        <p>
          <font color="#000000">So, in the interest of getting the PCs to do something, I wrote
Max into the plot. It was actually really handy. I needed a way to mess with the Brujah,
and having Max corrupt one of the Anarch leaders worked great.</font>
        </p>
        <p>
          <font color="#000000">None of that would have happened if the group had just ignored
Max or casually beat him up like I thought they would.</font>
        </p>
        <p>
          <font color="#000000">The tricky thing about Player-generated conflict is that it's
hard to know when, as a player, you're generating conflict, or when you're just rising
to the GM's bait. If you declare your vendetta against the Dark Prince, is that player-generated
conflict? Or did the GM just make the Dark Prince such a natural target that your
vendetta was almost inevitable?</font>
        </p>
        <p>
          <font color="#000000">I don't know, and I don't think it matters a great deal. If
the end result is fun, then the process by which you got there is probably not worth
worrying about excessively. Probably, in the vast majority of games, the GM provides
the seeds of most of the plot. In a smaller minority, the GM is more responsive to
the Players. Some games lend themselves to this more than others. Amber leaps to mind,
as does Nobilis. Games with less cosmic settings tend to be more GM controlled, but
there's no reason it has to be that way, and I'm sure a lot of people play them with
less GM control.</font>
        </p>
        <p>
          <font color="#000000">I write most of my columns under the assumption that the GM
will be providing most of the direction for the game. That's the way it's been for
most of the time I've been gaming, and I don't see that changing any time soon.</font>
        </p>
        <p>
          <font color="#000000">But, as I've said, that's not the only way to game. In a game
where the GM is taking a more reactive role, PC goals and Player-generated plots become
a lot more important because without them, all the PCs can do is sit around in the
inn, waiting for the mysterious old man to show up.</font>
        </p>
        <p>
          <font color="#000000">In a game like that, you need to choose your goals carefully.
Of course, there's not a lot of useful advice I can give you. The very nature of a
game like that makes it hard to generalize. Almost everything I say in this column
still applies, but in a slightly different way. Most of the stuff in the next session
is particularly important, since a game where the players have so much freedom is
likely to have more room for PCs to get in each other's ways.</font>
        </p>
        <h1>
          <font color="#000000">Player vs. Player</font>
        </h1>
        <p>
          <font color="#000000">Player vs. Player conflict is a lot easier to nail down. If
PC #1 pulls out his sword and tries to run PC #2 through, then you've got very clear
PVP conflict. Of course, not all PVP conflict is so direct, or so violent. A pacificist
PC trying to convince a warlike companion to cut down on the slaughter is engaging
in conflict. So is a stuffy Tremere trying to get a loopy Malkavian to SHUT UP during
an audience with the Prince.</font>
        </p>
        <p>
          <font color="#000000">(Did you all know that "Shhh!" can be used as a Command with
Dominate?)</font>
        </p>
        <p>
          <font color="#000000">Player vs. Player conflict can be awesome. Absolutely nothing
is more personal than a fight with a friend or family member. The potential for drama
is amazing.</font>
        </p>
        <p>
          <font color="#000000">Player vs. Player conflict can be terrible. Absolutely nothing
is more personal than a fight with a friend or family member. The potential for trauma
is amazing.</font>
        </p>
        <p>
          <font color="#000000">So, unless your ideal gaming experience is a lot different than
mine, you'd rather have more of the former than the latter. The question is, how do
you get it?</font>
        </p>
        <p>
          <font color="#000000">The answer, at least the only answer you're going to get in
this column, is "I'm not sure." Player vs. Player conflict is tricky. I know that
I have taken abuse from GM controlled NPCs that would have provoked a much different
response if it had come from a PC. There's a strange sort of neutrality associated
with the GM. Perhaps because he plays so many characters, players don't tend to associate
him strongly with any one.</font>
        </p>
        <p>
          <font color="#000000">People have different tolerances. Someone might be fine with
his PC getting into a fight with yours in one game, even if his character is seriously
hurt or killed. In another game, with a different character, he might take a nearly
identical situation really hard.</font>
        </p>
        <p>
          <font color="#000000">(Of course, if you killed his character twice in two different
games, there might really be some issues you want to address)</font>
        </p>
        <p>
          <font color="#000000">These are the things I want to know about any conflict between
PCs?</font>
        </p>
        <p>
          <i>
            <font color="#000000">Why is this happening?</font>
          </i>
        </p>
        <p>
          <font color="#000000">It should go without saying that PVP conflict should arise from
totally In Character stimuli. A game involving five other people is not the appropriate
venue for you to take out your aggressions on someone else. If you're mad at one person,
deal with that one person. If you're mad at the whole group, then leave. Or suck it
up and deal with your problems like an adult.</font>
        </p>
        <p>
          <font color="#000000">Ok, enough sermonizing for the moment.</font>
        </p>
        <p>
          <font color="#000000">Similarly, PVP conflicts should make sense within PC motives.
In real life, and even in most fiction, most people won't pull guns and try to kill
each other over trivial matters. They're more likely to argue, snub each other at
parties, or insult each other a lot. When a serious mutual threat arises, all but
the most casual of allies will temporarily put aside their differences.</font>
        </p>
        <p>
          <font color="#000000">The response should fit the circumstance. One of my little brother's
friends had this habit of playing obnoxious characters who would try to attack other
PCs if they offended him. He was always really surprised when the other party members
killed the sociopath in their midst, and even more surprised when the GM backed them
up on it.</font>
        </p>
        <p>
          <font color="#000000">But sometimes violence really is called for. Right now, in the
IRC Buffy game I'm playing, there is a decent chance that Juri (my Slayer-in-training)
will end up trying to kill Theo (a werebear - only now he seems to be a Wendigo).
Theo has killed a human, and if Juri finds out about it, she will feel like it's her
job to kill him, even though doing so might break her heart.</font>
        </p>
        <p>
          <font color="#000000">That could be way fun to play. Before it happens (if it happens
at all), I'm going to have a long talk with the GM and Theo's player. As fun as the
subplot could be, I don't want to screw up the whole game over it.</font>
        </p>
        <p>
          <i>
            <font color="#000000">What will the results be?</font>
          </i>
        </p>
        <p>
          <font color="#000000">You can never really know what the results will be, but you
can make a good guess. If the conflict will make the game better, I go ahead full-steam.
Back when I was LARPing, I actively sought out chances to screw with other PCs, because
that's what made the game go 'round. The best one (stillborn because the game ended
early) was my Tremere, Sir Cynan, playing out a long, slow con-job on the city's Giovanni
that would have culminated in him convincing them to teach him Necromancy - at which
point he would have killed them all because he didn't need them anymore. The mysterious
Tremere/Giovanni alliance threw most of the group for a loop, and was loads of fun.
After the game broke up, I told some of the Gio Players what I was up to, and they
said they would have loved it - even if they died.</font>
        </p>
        <p>
          <font color="#000000">If it's something that I might enjoy, but that won't have a
big effect on the game, I'll go ahead for as long as it's fun. For instance, in the
aforementioned Buffy game, there's a love-triangle between Juri, Theo, and Travis
(the token normal guy). It happened pretty much spontaneously, but it's loads of fun.
The bickering between Theo and Travis is entertaining, and the whole mess produces
a great group dynamic. Theo and Travis haven't tried to seriously hurt each other
or anything, and whenever the Big Bad rears his ugly head, everybody focuses on the
task at hand. For as long as it makes sense (not much longer, if Juri decides to kill
Theo, obviously)</font>
        </p>
        <p>
          <font color="#000000">I want to keep that dynamic. I'm not going to force it, though.</font>
        </p>
        <p>
          <font color="#000000">If I can't see a way for this particular conflict to make the
game better, then I have to ask myself what it's worth. I, personally, would rather
metagame to avoid a conflict, rather than play my character "accurately" and spoil
the game. If the conflict becomes so obvious that I <i>have</i> to resolve it in order
to have fun, then I'll try to resolve it with as little disruption to the game as
possible. The conflict between Juri and Theo might reach that level. (Since John reads
my columns, you might find out, too)</font>
        </p>
        <p>
          <font color="#000000">"I was just playing in character" is not a defense that frees
you from responsibility for your actions.</font>
        </p>
        <p>
          <i>
            <font color="#000000">What do the other players think?</font>
          </i>
        </p>
        <p>
          <font color="#000000">I've mentioned this already, but it bears repeating. You are
not playing the game alone. Your decisions affect the other players. Play nice.</font>
        </p>
        <p>
          <font color="#000000">If your character is about to severely harm another PC, you
should really talk to that player first. Killing another PC without any warning is
particularly vile. Even if you have a really good reason, you should probably discuss
it with the other player first. Sure, you know that because of your obscure Code of
Honor, you're honor bound to kill him, but does <i>he</i> know that? If he did, he
might not have done whatever he did to offend you.</font>
        </p>
        <p>
          <font color="#000000">Consent is kind of implied in a game like Amber, or in most
LARPs that I've seen, but even in those situations it's a good idea to at least try
to discuss what's going on out of character. That can get pretty hard, though. Not
all players are of the same caliber. Some people have trouble keeping IC and OOC knowledge
separate.</font>
        </p>
        <p>
          <font color="#000000">In a case like that, you have to make a judgment call. With
some people, I wouldn't hesitate to discuss my secret evil plans. With others, I wouldn't
reveal what I had in mind unless I absolutely had to. I'd still be trying to feel
the situation out, though. My goal in most RPGs is to have fun, and to make sure the
rest of the group is having fun. Winning good, but only if it's fun.</font>
        </p>
        <p>
          <font color="#000000">The VLARP I just used as an example ended when a bunch of new
people joined the game and threw their combined weight around to wipe out the Giovanni
utterly without warning (and with a healthy disregard for a few inconvenient rules).
They managed to sow enough hard feelings that about half the players quit, and the
ones of us who were left had to start a new campaign because they'd damaged the old
one beyond repair.</font>
        </p>
        <p>
          <font color="#000000">Sure, they "won" but what good did it do them?</font>
        </p>
        <p>
          <font color="#000000">(And of course, if they'd waited one more session to do it,
I would have been ready to help them, but I'm not bitter.)</font>
        </p>
        <p>
          <font color="#000000">Now that we've figured out when and why to have PVP conflict,
the question is, what do you do with it?</font>
        </p>
        <p>
          <font color="#000000">I don't really have any answers to that, either. Every case
will be different. The primary goal is to make the game more fun. There can be lots
of secondary goals. Most often, I find myself in a PVP conflict for roleplaying reasons,
rather than because I have a personal goal. For instance, Juri's potential conflict
with Theo arises from the fact that she's a monster-hunter, and he might be a monster.
"To see if Juri could beat up Theo" isn't really my goal.</font>
        </p>
        <p>
          <font color="#000000">(Besides, I know she'd toast him.)</font>
        </p>
        <p>
          <font color="#000000">(I'm kidding, John)</font>
        </p>
        <h2>
          <font color="#000000">Summing Up</font>
        </h2>
        <p>
          <font color="#000000">This is the part where I condense everything I just said into
a couple of pithy paragraphs and provide some incredible insight that will forever
alter your gaming experience.</font>
        </p>
        <p>
          <font color="#000000">Unfortunately, I (a) don't feel like trying to boil the article
down to two paragraphs, because if I could have done that, I would have only written
two paragraphs, and (b) I don't really have any profound insights to offer.</font>
        </p>
        <p>
          <font color="#000000">But let's see what I can come up with:</font>
        </p>
        <p>
          <font color="#000000">Player-generated conflict is the most dynamic way to blur the
line between Player and GM. If you really embrace it, it will change the way your
games play out. The GM's job will be different. Rather than just throwing events at
you, he'll have to be able to react to events you throw at him.</font>
        </p>
        <p>
          <font color="#000000">Taking the reins that way gives you, the Player, more responsibility
than you would otherwise have. You have to balance what you want with what's good
for the rest of the group.</font>
        </p>
        <p>
          <font color="#000000">Your ability to deal with that responsibility will, in large
part, determine how entertaining the conflicts you generate are.</font>
        </p>
        <p>
          <font color="#000000">Which is kind of the point, isn't it?</font>
        </p>
        <p>
          <font color="#000000">That's all I've got for now. See you next time.</font>
        </p>
        <p>
          <font color="#000000">
          </font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=adfa8481-2abe-4ab4-b6c7-8745adb7dde7" />
      </body>
      <title>When Players Attack</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,adfa8481-2abe-4ab4-b6c7-8745adb7dde7.aspx</guid>
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      <pubDate>Tue, 20 May 2003 16:17:32 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Last time I talked about GM generated conflict, but that's really
only part of the picture. In a lot of games, it's the biggest part of the picture.
In fact, it's kind of the default assumption in most games: the GM comes up with a
plot, and the players interact with it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But there are other options. In games like Amber or most social
LARPs Player vs. Player conflict is assumed to play a big part. Even in more traditional
games, PCs can have conflicting goals. Players can also initiate plots of their own.
In fact, one of my favorite ways to GM is to give the players a setting and see what
they find to do there, only stepping in with my own plot events when it seems like
fun.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So let's talk about Player-generated conflict. In previous columns,
I have talked about having goals for your character, and how they don't all need to
be in harmony with the rest of the group. PC goals are the &lt;span lang=en-us&gt;&lt;/span&gt;seeds
of Player-generated conflict.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Well, they're the seeds of good Player-generated conflict. Real-life
disagreements being dragged into the game in stupid, immature ways are the seeds of
more than a few Player-generated conflicts.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But let's talk about the constructive ones, instead. As a Player,
you have the potential to generate conflict whenever you have your character pursue
his goals. That conflict can go in two basic directions. Player vs. GM, or Player
vs. Player.&lt;/font&gt;
&lt;/p&gt;
&lt;h1&gt;&lt;font color=#000000&gt;Player vs. GM&lt;/font&gt;
&lt;/h1&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Player vs. GM conflict is fairly similar to the usual setup in
gaming. In fact, it can be hard to tell who's generating the conflict sometimes. The
PC tries to do something, and the GM puts obstacles in his way. The PC reacts, and
the cycle repeats. The only real difference is in who started it, which can have one
major consequence. If the Player does something the GM really didn't' expect, the
GM has to improvise.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I probably don't need to mention that some GMs are better at improvising
than others.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Platonic Ideal GM would have considered every possibility
and would already be prepared for that course of action. I am not, nor have I ever
played with such a GM. Fortunately, there are ways to fake it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A really good GM probably knows enough about his setting to figure
out how to react on the fly. Since most of my games are only informally mapped out
at best, I'm doing a lot of that anyway. I spend more time figuring out who the NPCs
are and what they're likely to do than I do working out exact events, so my players
can't do too much that's unexpected. I wasn't expecting anything anyway.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(They have really floored me more than once, though.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A less flexible GM might stonewall the player temporarily, or,
better yet ask the player, out of character, to hold off for a while, until he figures
out what to do. I've had to do that a couple of times. I think the result was better
than if I'd tried to work completely in the dark.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A really inflexible GM could just make the unexpected actions
impossible or force them to end in automatic failure. This is commonly called "railroading"
or "bad GMing." Bad GMs will even do it when the Players are following the "main"
plot, but in an unexpected way.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;As a Player, here's what you need to think about:&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;How open is the GM to Player-initiated plots?&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I've run and played on both ends of the spectrum: games that pretty
much ran on rails, and games that didn't run at all unless the players found something
interesting to do. I'm happiest somewhere in between, with the GM presenting a compelling
plot for the players to unravel, but with room for some pretty significant subplots
that the players introduce.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In fact, I'm gearing up to play in a Witchcraft game (finally)
in the next month or so, and I tacked about two pages of subplot ideas onto my character
background. I told the GM what kind of things I'd like to see, and what I'd generally
be doing if left to my own devices. He seemed to appreciate it. We'll have to see
how it goes when the game starts (if we don't end up playing Champions instead, with
a different GM)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This gets into some fundamental gaming issues. If you really,
really want to be able to pursue your character's own agenda, and your GM really,
really wants to run just his plot, then it might be that you should find a different
game. More often, though, it's just a matter of striking a balance and smoothing out
the difference between play styles. For instance, I personally love it when my players
tell me what their character goals are so I can work opportunities to pursue those
goals into my plans.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I guess that turns a Player-generated plot into a GM-generated
one, but I'm not really sure.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;How important are your character's personal goals?&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Assuming the GM has a plot in mind, you might have to prioritize
a little. To this day, I still don't understand what was going through the player
of Jason's mind in my Now is the Winter Vampire chronicle. I'd pretty much established
that one of two evil Malkavians was well on the way to completely shattering the Masquerade
beyond all repair, and wanted to kill the PCs just out of spite (Jason in particular).
Further, the Prince was the only guy around who could stand up to him one-on-one.
Even further, Jason's own Sire wanted him to help the Prince.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But Jason thought now would be a good time to try to spark a minor
Anarch revolt and seize power for Clan Brujah.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Well, in a way I guess I could see his point. Still, it was a
pain to find ways to convince Jason to at least look in the direction of my plot from
time to time, and he took up more of my time than was really fair to the other players.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;My rule of thumb is "Saving the world" outranks "wining the heart
of the fair damsel." If the GM has a strong plot, I'll usually try to follow it to
as great an extent as is logical for my character, but try to get time for my personal
goals whenever I can.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Back in my goal setting columns, I already discussed the idea
that your character's personal goals have to be worked in as the GM has time for them.
If you're one of five players, you can only really expect about a fifth of the GM's
time.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Of course, if you can get several players involved, then jointly
you get more time. Such was the case with a character in my Now is the Winter game
by the name of Maximillian.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Max was a Setite envoy, recently come to Scarborough to see if
maybe the Prince was in a forgiving mood. (See, he'd kind of kicked them out when
he caught one selling heroin to a member of his Herd. And by "kicked out" I mean "staked,
decapitated, or and burned to ashes.") Max was something of a ladies' man, and liked
to flirt and show off his vampiric nature to those who knew the signs by giving roses
to female vampires he met.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;One of the male PCs came to instantly hate Max when Max gave his
girlfriend, and later in the same night his new Childe, a rose. Pretty soon, he had
the rest of the group convinced that Max was the living personification of evil.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, in the interest of getting the PCs to do something, I wrote
Max into the plot. It was actually really handy. I needed a way to mess with the Brujah,
and having Max corrupt one of the Anarch leaders worked great.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;None of that would have happened if the group had just ignored
Max or casually beat him up like I thought they would.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The tricky thing about Player-generated conflict is that it's
hard to know when, as a player, you're generating conflict, or when you're just rising
to the GM's bait. If you declare your vendetta against the Dark Prince, is that player-generated
conflict? Or did the GM just make the Dark Prince such a natural target that your
vendetta was almost inevitable?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I don't know, and I don't think it matters a great deal. If the
end result is fun, then the process by which you got there is probably not worth worrying
about excessively. Probably, in the vast majority of games, the GM provides the seeds
of most of the plot. In a smaller minority, the GM is more responsive to the Players.
Some games lend themselves to this more than others. Amber leaps to mind, as does
Nobilis. Games with less cosmic settings tend to be more GM controlled, but there's
no reason it has to be that way, and I'm sure a lot of people play them with less
GM control.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I write most of my columns under the assumption that the GM will
be providing most of the direction for the game. That's the way it's been for most
of the time I've been gaming, and I don't see that changing any time soon.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But, as I've said, that's not the only way to game. In a game
where the GM is taking a more reactive role, PC goals and Player-generated plots become
a lot more important because without them, all the PCs can do is sit around in the
inn, waiting for the mysterious old man to show up.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In a game like that, you need to choose your goals carefully.
Of course, there's not a lot of useful advice I can give you. The very nature of a
game like that makes it hard to generalize. Almost everything I say in this column
still applies, but in a slightly different way. Most of the stuff in the next session
is particularly important, since a game where the players have so much freedom is
likely to have more room for PCs to get in each other's ways.&lt;/font&gt;
&lt;/p&gt;
&lt;h1&gt;&lt;font color=#000000&gt;Player vs. Player&lt;/font&gt;
&lt;/h1&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Player vs. Player conflict is a lot easier to nail down. If PC
#1 pulls out his sword and tries to run PC #2 through, then you've got very clear
PVP conflict. Of course, not all PVP conflict is so direct, or so violent. A pacificist
PC trying to convince a warlike companion to cut down on the slaughter is engaging
in conflict. So is a stuffy Tremere trying to get a loopy Malkavian to SHUT UP during
an audience with the Prince.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(Did you all know that "Shhh!" can be used as a Command with Dominate?)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Player vs. Player conflict can be awesome. Absolutely nothing
is more personal than a fight with a friend or family member. The potential for drama
is amazing.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Player vs. Player conflict can be terrible. Absolutely nothing
is more personal than a fight with a friend or family member. The potential for trauma
is amazing.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, unless your ideal gaming experience is a lot different than
mine, you'd rather have more of the former than the latter. The question is, how do
you get it?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The answer, at least the only answer you're going to get in this
column, is "I'm not sure." Player vs. Player conflict is tricky. I know that I have
taken abuse from GM controlled NPCs that would have provoked a much different response
if it had come from a PC. There's a strange sort of neutrality associated with the
GM. Perhaps because he plays so many characters, players don't tend to associate him
strongly with any one.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;People have different tolerances. Someone might be fine with his
PC getting into a fight with yours in one game, even if his character is seriously
hurt or killed. In another game, with a different character, he might take a nearly
identical situation really hard.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(Of course, if you killed his character twice in two different
games, there might really be some issues you want to address)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;These are the things I want to know about any conflict between
PCs?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Why is this happening?&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;It should go without saying that PVP conflict should arise from
totally In Character stimuli. A game involving five other people is not the appropriate
venue for you to take out your aggressions on someone else. If you're mad at one person,
deal with that one person. If you're mad at the whole group, then leave. Or suck it
up and deal with your problems like an adult.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Ok, enough sermonizing for the moment.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Similarly, PVP conflicts should make sense within PC motives.
In real life, and even in most fiction, most people won't pull guns and try to kill
each other over trivial matters. They're more likely to argue, snub each other at
parties, or insult each other a lot. When a serious mutual threat arises, all but
the most casual of allies will temporarily put aside their differences.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The response should fit the circumstance. One of my little brother's
friends had this habit of playing obnoxious characters who would try to attack other
PCs if they offended him. He was always really surprised when the other party members
killed the sociopath in their midst, and even more surprised when the GM backed them
up on it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But sometimes violence really is called for. Right now, in the
IRC Buffy game I'm playing, there is a decent chance that Juri (my Slayer-in-training)
will end up trying to kill Theo (a werebear - only now he seems to be a Wendigo).
Theo has killed a human, and if Juri finds out about it, she will feel like it's her
job to kill him, even though doing so might break her heart.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That could be way fun to play. Before it happens (if it happens
at all), I'm going to have a long talk with the GM and Theo's player. As fun as the
subplot could be, I don't want to screw up the whole game over it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;What will the results be?&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;You can never really know what the results will be, but you can
make a good guess. If the conflict will make the game better, I go ahead full-steam.
Back when I was LARPing, I actively sought out chances to screw with other PCs, because
that's what made the game go 'round. The best one (stillborn because the game ended
early) was my Tremere, Sir Cynan, playing out a long, slow con-job on the city's Giovanni
that would have culminated in him convincing them to teach him Necromancy - at which
point he would have killed them all because he didn't need them anymore. The mysterious
Tremere/Giovanni alliance threw most of the group for a loop, and was loads of fun.
After the game broke up, I told some of the Gio Players what I was up to, and they
said they would have loved it - even if they died.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If it's something that I might enjoy, but that won't have a big
effect on the game, I'll go ahead for as long as it's fun. For instance, in the aforementioned
Buffy game, there's a love-triangle between Juri, Theo, and Travis (the token normal
guy). It happened pretty much spontaneously, but it's loads of fun. The bickering
between Theo and Travis is entertaining, and the whole mess produces a great group
dynamic. Theo and Travis haven't tried to seriously hurt each other or anything, and
whenever the Big Bad rears his ugly head, everybody focuses on the task at hand. For
as long as it makes sense (not much longer, if Juri decides to kill Theo, obviously)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I want to keep that dynamic. I'm not going to force it, though.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If I can't see a way for this particular conflict to make the
game better, then I have to ask myself what it's worth. I, personally, would rather
metagame to avoid a conflict, rather than play my character "accurately" and spoil
the game. If the conflict becomes so obvious that I &lt;i&gt;have&lt;/i&gt; to resolve it in order
to have fun, then I'll try to resolve it with as little disruption to the game as
possible. The conflict between Juri and Theo might reach that level. (Since John reads
my columns, you might find out, too)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;"I was just playing in character" is not a defense that frees
you from responsibility for your actions.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;What do the other players think?&lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I've mentioned this already, but it bears repeating. You are not
playing the game alone. Your decisions affect the other players. Play nice.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If your character is about to severely harm another PC, you should
really talk to that player first. Killing another PC without any warning is particularly
vile. Even if you have a really good reason, you should probably discuss it with the
other player first. Sure, you know that because of your obscure Code of Honor, you're
honor bound to kill him, but does &lt;i&gt;he&lt;/i&gt; know that? If he did, he might not have
done whatever he did to offend you.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Consent is kind of implied in a game like Amber, or in most LARPs
that I've seen, but even in those situations it's a good idea to at least try to discuss
what's going on out of character. That can get pretty hard, though. Not all players
are of the same caliber. Some people have trouble keeping IC and OOC knowledge separate.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In a case like that, you have to make a judgment call. With some
people, I wouldn't hesitate to discuss my secret evil plans. With others, I wouldn't
reveal what I had in mind unless I absolutely had to. I'd still be trying to feel
the situation out, though. My goal in most RPGs is to have fun, and to make sure the
rest of the group is having fun. Winning good, but only if it's fun.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The VLARP I just used as an example ended when a bunch of new
people joined the game and threw their combined weight around to wipe out the Giovanni
utterly without warning (and with a healthy disregard for a few inconvenient rules).
They managed to sow enough hard feelings that about half the players quit, and the
ones of us who were left had to start a new campaign because they'd damaged the old
one beyond repair.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Sure, they "won" but what good did it do them?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(And of course, if they'd waited one more session to do it, I
would have been ready to help them, but I'm not bitter.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Now that we've figured out when and why to have PVP conflict,
the question is, what do you do with it?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I don't really have any answers to that, either. Every case will
be different. The primary goal is to make the game more fun. There can be lots of
secondary goals. Most often, I find myself in a PVP conflict for roleplaying reasons,
rather than because I have a personal goal. For instance, Juri's potential conflict
with Theo arises from the fact that she's a monster-hunter, and he might be a monster.
"To see if Juri could beat up Theo" isn't really my goal.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(Besides, I know she'd toast him.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(I'm kidding, John)&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Summing Up&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This is the part where I condense everything I just said into
a couple of pithy paragraphs and provide some incredible insight that will forever
alter your gaming experience.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Unfortunately, I (a) don't feel like trying to boil the article
down to two paragraphs, because if I could have done that, I would have only written
two paragraphs, and (b) I don't really have any profound insights to offer.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But let's see what I can come up with:&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Player-generated conflict is the most dynamic way to blur the
line between Player and GM. If you really embrace it, it will change the way your
games play out. The GM's job will be different. Rather than just throwing events at
you, he'll have to be able to react to events you throw at him.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Taking the reins that way gives you, the Player, more responsibility
than you would otherwise have. You have to balance what you want with what's good
for the rest of the group.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Your ability to deal with that responsibility will, in large part,
determine how entertaining the conflicts you generate are.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Which is kind of the point, isn't it?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That's all I've got for now. See you next time.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Welcome back. I decided this month to do a column I've been
thinking about for a while: "When GM's Attack -or- Why Bad Things Happen to Good Characters."</font>
        </p>
        <p>
          <font color="#000000">I'll begin with a story. After I left my much-beloved Shadow
Run game, a new player started - the GM's girlfriend. She was playing an Elven Street
Shaman with Snake as her totem, which nicely filled the dual voids of Healer and Hot
Elf Chick that the loss of my two characters had caused.</font>
        </p>
        <p>
          <font color="#000000">However, because she'd come into the game very late, hardly
any of the plot threads directly related to her. She told the GM she felt like she
was always on the sidelines and didn't really matter to the game.</font>
        </p>
        <p>
          <font color="#000000">So, the GM looked over her background and came up with a plot
line that was hers and hers alone. She got center stage and her own personal spotlight.</font>
        </p>
        <p>
          <font color="#000000">She hated it. She said the GM was being mean to her character.</font>
        </p>
        <p>
          <font color="#000000">He responded with a line that I have taken to my heart: "The
characters in the spotlight... they don't want to be there. They'd much rather be
on the sidelines where it's safe."</font>
        </p>
        <p>
          <font color="#000000">(Hope I quoted you correctly, Dave. It's been a while.)</font>
        </p>
        <p>
          <font color="#000000">That's the great conundrum of Player Characters. Most PCs want
to avoid the spotlight, while most Players want to be in it. That's also the topic
of this column, or at least part of it. I want to discuss the reasons GMs are mean
to poor, helpless Player Characters.</font>
        </p>
        <p>
          <font color="#000000">Another brief story: When I still lived with my parents, I used
to enlist my mom as a reader for my fiction (at least some of it). She's not really
the ideal audience for horror/fantasy action adventure stories, but I had a dearth
of choices. One complaint she always had was that I was too mean to my characters.
Bad things always happened to them.</font>
        </p>
        <p>
          <font color="#000000">I used to answer that if nothing bad happened, there was no
story.</font>
        </p>
        <p>
          <font color="#000000">Unless it's very unusual, that's probably true of your game,
too. (And if your game really does run with no conflict, I'd be curious to hear how
that works)</font>
        </p>
        <p>
          <font color="#000000">There are several reasons for conflicts, setbacks, and general
bad days:</font>
        </p>
        <h2>
          <font color="#000000">Reason 1: It's Just the Plot</font>
        </h2>
        <p>
          <font color="#000000">The dungeon full of Orks, the Empire of Darkness that's crushing
the PCs home town, the elder god beneath the sea: usually these will cause the PCs
some problems. It's nothing personal. The PCs are just in the way. (Well, actually,
the Orks are in the PCs' way from a certain point of view - but for now we'll assume
they're evil, nasty Orks who were just hanging out in the dungeon until they figured
out how to get the dragon out of the 10' halls. THEN they'd be trouble)</font>
        </p>
        <p>
          <font color="#000000">The faceless, impersonal hordes of evil are a staple of gaming.
They're easy to manage, and the reaction to them is fairly obvious. You kill them,
run from them, or banish them as appropriate, and pursue your other goals along the
way if you have any.</font>
        </p>
        <p>
          <font color="#000000">Usually, the main plot affects all the PCs more or less equally.
Individual events may hit one PC harder than the others, but over all everybody's
in the same boat.</font>
        </p>
        <p>
          <font color="#000000">Dealing with this sort of conflict is often what a game is about.
If you're playing Star Wars, you're probably trying to defeat the evil Empire (or
protect the failing Old Republic these days. You kids and your prequels. In my day
we had to walk ten miles to Mos Eisley through a sandstorm, and there was hardly anyone
there, and we liked it.)</font>
        </p>
        <p>
          <font color="#000000">It is to be hoped that the big conflict figures into your character's
personal goals in some way, but this could be tangential. Look at the Hobbits in Lord
of the Rings. None of the four really got up one morning and said "let's go destroy
the One Ring to prevent the rise of Sauron." Frodo wanted to keep the Shire safe,
and his friends wanted to keep him safe. That the safety of the Shire was dependant
upon the destruction of the One Ring was kind of a bonus.</font>
        </p>
        <p>
          <font color="#000000">In earlier columns, I've already suggested that you should choose
goals for your character that will then to lend themselves to the GM's plot. You should
also pursue your goals in a way that doesn't directly conflict with it.</font>
        </p>
        <p>
          <font color="#000000">Frodo could have decided to throw the Ring down a well. The
series would have been much shorter, or at the least would have gotten off to a much
different start.</font>
        </p>
        <p>
          <font color="#000000">The central conflict of the game is a great way to define your
character. How does he feel about it? What does he do about it? Why?</font>
        </p>
        <p>
          <font color="#000000">Since I just introduced her to you all, I'll use Juri as an
example. The big conflict in our Buffy game is the continuing battle between the champions
of humanity and the forces of darkness. Juri has been raised to believe it's her job
to protect people from the forces of evil. Further, after a little reading on Shinto
religion, I decided she's something of a supernatural racist. Humans are descended
from the Kami (the gods and spirits of Shinto religion). Demons and vampires aren't.
Therefore, it's always the right thing to do to kill a monster - though it might be
occasionally advisable to wait and kill one later if it has something you want.</font>
        </p>
        <p>
          <font color="#000000">In practice, she's always eager to fight, because it's what
she was raised to do, and the only time she feels like she's fulfilling her purpose.
On the other hand, she's very concerned with the safety of the rest of the team. If
a team mate is in trouble, Juri will probably drop whatever she's doing to help them
- which isn't always the best decision. Her "kill them all" attitude is rapidly eroding,
not out of compassion for the monsters, but because she's been in several situations
already where letting one live for a few minutes would have vastly simplified her
life.</font>
        </p>
        <p>
          <font color="#000000">Other members of the group have different outlooks, which lead
to some interesting situations. The most fun is watching Travis and Theo (who hate
each other) both try to protect Juri while she's trying to protect both of them.</font>
        </p>
        <h2>
          <font color="#000000">Reason 2: You Asked for It</font>
        </h2>
        <p>
          <font color="#000000">This is my favorite. One of my gaming ephinies was the realization
that if I was running Champions I didn't actually need to plan adventures. All I had
to do was roll everybody's Hunteds and DNPCs and figure out how the latter got in
trouble with the former.</font>
        </p>
        <p>
          <font color="#000000">In almost any game with an Advantage/Disadvantage system players
have the option of creating ties between their characters and certain NPCs. This is
a practice I strongly encourage, even in systems that don't allow it formally.</font>
        </p>
        <p>
          <font color="#000000">Since I'm tired of using Star wars as an example, let's look
at another cinematic classic: Die Hard. John McClane, trapped in an office building
with a bunch of terrorists, and without his shoes. What does he do? He saves everybody.
Why? He's a hero, and the movie would be really short if he did the smart thing and
snuck out - but also because his wife was one of the hostages. Later on in Die Hard
With a Vengeance, the brother of the terrorist he beat the first time comes after
him for revenge.</font>
        </p>
        <p>
          <font color="#000000">It's all personal, and therefore more gripping than it might
otherwise be.</font>
        </p>
        <p>
          <font color="#000000">When your character's personal ghosts come back to haunt him,
there are essentially two forms the interference can take. Either it will be part
of the main plot, or it will be a distraction from it. Either is fun. </font>
        </p>
        <p>
          <font color="#000000">In my Now is the Winter game, Dr. Zhou (the Tremere) had a Dependent:
his mortal family. In the second adventure, Dr. Killian (the Malkavian bad guy) kidnapped
his granddaughter as a reprisal for Dr. Zhou breaking someone out of Killian's asylum.
While under the good doctor's care, the poor kid was subjected to lots of nasty mind
control powers that warped her mind for the rest of the game. In session 2, rescuing
the girl was the main point of the session. For the rest of the game, trying to unravel
what Killian had done to her mind distracted Dr. Zhou and almost induced him to sell
out the rest of the group once.</font>
        </p>
        <p>
          <font color="#000000">NPC ties aren't the only thing the GM will exploit. If your
character has a fear of spiders, then expect at least once that he'll drop something
he really, really needs into a hole full of daddy longlegs. </font>
        </p>
        <p>
          <font color="#000000">Rather than looking on this as persecution from the GM, I look
on it as a way to make sure my character will always be involved in the story. When
your enemy shows up, it's your chance to shine. When your loved-ones' lives are on
the line, failure is not an option. Cool stuff.</font>
        </p>
        <p>
          <font color="#000000">Careful choice of disadvantages has allowed me to steal the
spotlight (well, just borrow it for a while) of several games. </font>
        </p>
        <h2>
          <font color="#000000">Reason 3: Just One of Those Things</font>
        </h2>
        <p>
          <font color="#000000">Even if your character doesn't' have Enemies (for which he got,
or paid in 7th Sea, points) he has enemies. He's probably a gun-toting maniac. Of
course he has enemies. If he left them all dead, then their kids, girlfriends, and
bill collectors are his enemies. If, somehow, he doesn't have enemies at all, he still
has <i>some</i> ties to the game world.</font>
        </p>
        <p>
          <font color="#000000">Eventually, those are going to cause him problems.</font>
        </p>
        <p>
          <font color="#000000">(If your character doesn't have any ties to the game world,
go back and read all my earlier columns and re-make him. The game is really a lot
more fun if you have some vested interest in the outcome. Honest)</font>
        </p>
        <p>
          <font color="#000000">These can be some of the most annoying misfortunes ever to strike
a character. The come out of nowhere, more or less, and can utterly screw up your
plans. Sometimes they serve the greater plot, but sometimes they only seem to serve
the GM's sadistic urges.</font>
        </p>
        <p>
          <font color="#000000">As a GM, I've hit more than one PC with a complication just
because it seemed like it would be fun. I'm more than sure that some of my favorite
GMs have done the same thing to me.</font>
        </p>
        <p>
          <font color="#000000">Sometimes it's realism. If your character wanders into the area
the GM has decided is the lair to a big monster, he's probably going to end up mauled
by said big monster. If he was there for a totally different reason, there's going
to be irony dripping along with the blood.</font>
        </p>
        <p>
          <font color="#000000">Sometimes it's an attempt to steer the characters (affectionately
called "railroading" in many cases). If all the avenues open to you but one are guarded
by ravenous wolves, guess which one the GM thinks you should take. This is really
annoying when it's blatant, less so when the GM is subtle about it. If he's really
good, you'll never notice.</font>
        </p>
        <p>
          <font color="#000000">Sometimes it really is just one of those things. For instance,
I tend to run about half my games off the cuff. I have a general plan, but at least
of half of what goes on in a session is pure improvisation. If my PCs do something
I totally didn't expect, I have to come up with something fast, and I'll try to make
it interesting. "Interesting" in gaming parlance tends to follow the conventions of
the old Chinese saying...</font>
        </p>
        <p>
          <font color="#000000">These random conflicts can be annoying, but they can also be
a lot of fun. The potential for them is one of the things that makes gaming a lot
different than fiction. In a story or a movie, everything that happens is part of
the plot. In a game, there's potential for lots of plots all at once. </font>
        </p>
        <p>
          <font color="#000000">Assuming your character survives his unfortunate encounter with
the beast from my earlier example, maybe now he thinks it would make a nifty jacket
and pair of boots. There could be some fun later down the line when he goes back with
the right equipment this time.</font>
        </p>
        <h2>
          <font color="#000000">Reason 4: The GM is a Jerk</font>
        </h2>
        <p>
          <font color="#000000">This is the one I don't like. There are times when a GM is just
out to get one player, or to kill them all. Those are two different situations, so
I'll take them one at a time.</font>
        </p>
        <p>
          <font color="#000000">First, the Party Killer. This GM wants to run his game (at best)
like a chess match where he throws all his resources at the party and the players
do their best to beat him, and (at worst) like an endless deathtrap where the party
will fight wave after wave of threats until they're overwhelmed. </font>
        </p>
        <p>
          <font color="#000000">The first case is fine, if that's what everyone wants to do.
It's more like a strategy game than a story game, but that's what it's meant to be.
As long as everyone's on the same page and everyone's having fun, they should keep
doing it.</font>
        </p>
        <p>
          <font color="#000000">The second case is the kind of game I'd walk out on. The realization
that broke me out of my munchkin phase in High School was that the GM always had more
hit points than I did. He always had more experience. There were always more monsters.
There was absolutely no way my character would ever be more powerful than the GM could
threaten.</font>
        </p>
        <p>
          <font color="#000000">Once you realize that, there's not a lot of point in collecting
power anymore unless you have something you want to do with it.</font>
        </p>
        <p>
          <font color="#000000">The flip-side of that realization was that as GM I could always,
always kill the entire party whenever I wanted to. There was no ability a PC could
possess that I couldn't defeat, remove, or circumvent.</font>
        </p>
        <p>
          <font color="#000000">Once I saw that, I couldn't see much point in wiping out groups
of stalwart adventurers any more, either. The Tarsque and the Death Star were comforting
security blankets that I had largely outgrown.</font>
        </p>
        <p>
          <font color="#000000">So now for the hard part, the vindictive GM. There are levels
of vindictiveness. Sometimes the fault lies with the player, and the GM is just trying
to rein him in, or the player is just trying to push his character in a way the game
is not designed to go.</font>
        </p>
        <p>
          <font color="#000000">In my Now is the Winter game, Jason the Brujah seemed determined
to ignore the fact that the city was about to be sucked into hell as he pursued his
political agenda. Eventually, I decided to smack him by having the Prince offer him
an Office, then use the Dominate power of Fealty (which makes an oath literally binding)
to force him to toe the line. I'm not sure that was the right decision, but it was
enormously satisfying - particularly when Prince Marcel rolled so well that I had
to extrapolate more slots on the effects chart to see how long the Oath would bind
Jason.</font>
        </p>
        <p>
          <font color="#000000">But sometimes the GM just has an axe to grind. I really don't
know what to do about that. GM favoritism is just about always bad. If the GM and
the player can't settle their differences amicably, then maybe the player should leave
the game. Some people just shouldn't game together, even if they get along in other
ways.</font>
        </p>
        <p>
          <font color="#000000">If the game isn't fun, you definitely shouldn't play. If it's
the only game in town, then you'll have to decide if which is less fun: a game where
the GM is out to get you, or no game at all.</font>
        </p>
        <p>
          <font color="#000000">Since everyone reading this article is presumably equipped with
an internet connection, I'd recommend looking into PBEM, PBP, and IRC games.</font>
        </p>
        <h2>
          <font color="#000000">Parting Words</font>
        </h2>
        <p>
          <font color="#000000">This is usually the point where I tie everything together into
a nice neat bundle, but I don't really have one this time. The big point is "The GM
is probably not picking on you." The lesson, to the extent that there is one, is that
setbacks and conflicts are what make your character. How he reacts to them is what
defines him.</font>
        </p>
        <p>
          <font color="#000000">
          </font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=b1e3e49d-b055-4cce-81f5-85dfa745ef92" />
      </body>
      <title>When GM's Attack</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,b1e3e49d-b055-4cce-81f5-85dfa745ef92.aspx</guid>
      <link>http://www.davidgoodner.com/PermaLink,guid,b1e3e49d-b055-4cce-81f5-85dfa745ef92.aspx</link>
      <pubDate>Tue, 18 Mar 2003 17:16:39 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back. I decided this month to do a column I've been thinking
about for a while: "When GM's Attack -or- Why Bad Things Happen to Good Characters."&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I'll begin with a story. After I left my much-beloved Shadow Run
game, a new player started - the GM's girlfriend. She was playing an Elven Street
Shaman with Snake as her totem, which nicely filled the dual voids of Healer and Hot
Elf Chick that the loss of my two characters had caused.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;However, because she'd come into the game very late, hardly any
of the plot threads directly related to her. She told the GM she felt like she was
always on the sidelines and didn't really matter to the game.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, the GM looked over her background and came up with a plot
line that was hers and hers alone. She got center stage and her own personal spotlight.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;She hated it. She said the GM was being mean to her character.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;He responded with a line that I have taken to my heart: "The characters
in the spotlight... they don't want to be there. They'd much rather be on the sidelines
where it's safe."&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(Hope I quoted you correctly, Dave. It's been a while.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That's the great conundrum of Player Characters. Most PCs want
to avoid the spotlight, while most Players want to be in it. That's also the topic
of this column, or at least part of it. I want to discuss the reasons GMs are mean
to poor, helpless Player Characters.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Another brief story: When I still lived with my parents, I used
to enlist my mom as a reader for my fiction (at least some of it). She's not really
the ideal audience for horror/fantasy action adventure stories, but I had a dearth
of choices. One complaint she always had was that I was too mean to my characters.
Bad things always happened to them.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I used to answer that if nothing bad happened, there was no story.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Unless it's very unusual, that's probably true of your game, too.
(And if your game really does run with no conflict, I'd be curious to hear how that
works)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are several reasons for conflicts, setbacks, and general
bad days:&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Reason 1: It's Just the Plot&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The dungeon full of Orks, the Empire of Darkness that's crushing
the PCs home town, the elder god beneath the sea: usually these will cause the PCs
some problems. It's nothing personal. The PCs are just in the way. (Well, actually,
the Orks are in the PCs' way from a certain point of view - but for now we'll assume
they're evil, nasty Orks who were just hanging out in the dungeon until they figured
out how to get the dragon out of the 10' halls. THEN they'd be trouble)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The faceless, impersonal hordes of evil are a staple of gaming.
They're easy to manage, and the reaction to them is fairly obvious. You kill them,
run from them, or banish them as appropriate, and pursue your other goals along the
way if you have any.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Usually, the main plot affects all the PCs more or less equally.
Individual events may hit one PC harder than the others, but over all everybody's
in the same boat.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Dealing with this sort of conflict is often what a game is about.
If you're playing Star Wars, you're probably trying to defeat the evil Empire (or
protect the failing Old Republic these days. You kids and your prequels. In my day
we had to walk ten miles to Mos Eisley through a sandstorm, and there was hardly anyone
there, and we liked it.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;It is to be hoped that the big conflict figures into your character's
personal goals in some way, but this could be tangential. Look at the Hobbits in Lord
of the Rings. None of the four really got up one morning and said "let's go destroy
the One Ring to prevent the rise of Sauron." Frodo wanted to keep the Shire safe,
and his friends wanted to keep him safe. That the safety of the Shire was dependant
upon the destruction of the One Ring was kind of a bonus.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In earlier columns, I've already suggested that you should choose
goals for your character that will then to lend themselves to the GM's plot. You should
also pursue your goals in a way that doesn't directly conflict with it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Frodo could have decided to throw the Ring down a well. The series
would have been much shorter, or at the least would have gotten off to a much different
start.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The central conflict of the game is a great way to define your
character. How does he feel about it? What does he do about it? Why?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Since I just introduced her to you all, I'll use Juri as an example.
The big conflict in our Buffy game is the continuing battle between the champions
of humanity and the forces of darkness. Juri has been raised to believe it's her job
to protect people from the forces of evil. Further, after a little reading on Shinto
religion, I decided she's something of a supernatural racist. Humans are descended
from the Kami (the gods and spirits of Shinto religion). Demons and vampires aren't.
Therefore, it's always the right thing to do to kill a monster - though it might be
occasionally advisable to wait and kill one later if it has something you want.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In practice, she's always eager to fight, because it's what she
was raised to do, and the only time she feels like she's fulfilling her purpose. On
the other hand, she's very concerned with the safety of the rest of the team. If a
team mate is in trouble, Juri will probably drop whatever she's doing to help them
- which isn't always the best decision. Her "kill them all" attitude is rapidly eroding,
not out of compassion for the monsters, but because she's been in several situations
already where letting one live for a few minutes would have vastly simplified her
life.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Other members of the group have different outlooks, which lead
to some interesting situations. The most fun is watching Travis and Theo (who hate
each other) both try to protect Juri while she's trying to protect both of them.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Reason 2: You Asked for It&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This is my favorite. One of my gaming ephinies was the realization
that if I was running Champions I didn't actually need to plan adventures. All I had
to do was roll everybody's Hunteds and DNPCs and figure out how the latter got in
trouble with the former.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In almost any game with an Advantage/Disadvantage system players
have the option of creating ties between their characters and certain NPCs. This is
a practice I strongly encourage, even in systems that don't allow it formally.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Since I'm tired of using Star wars as an example, let's look at
another cinematic classic: Die Hard. John McClane, trapped in an office building with
a bunch of terrorists, and without his shoes. What does he do? He saves everybody.
Why? He's a hero, and the movie would be really short if he did the smart thing and
snuck out - but also because his wife was one of the hostages. Later on in Die Hard
With a Vengeance, the brother of the terrorist he beat the first time comes after
him for revenge.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;It's all personal, and therefore more gripping than it might otherwise
be.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;When your character's personal ghosts come back to haunt him,
there are essentially two forms the interference can take. Either it will be part
of the main plot, or it will be a distraction from it. Either is fun. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In my Now is the Winter game, Dr. Zhou (the Tremere) had a Dependent:
his mortal family. In the second adventure, Dr. Killian (the Malkavian bad guy) kidnapped
his granddaughter as a reprisal for Dr. Zhou breaking someone out of Killian's asylum.
While under the good doctor's care, the poor kid was subjected to lots of nasty mind
control powers that warped her mind for the rest of the game. In session 2, rescuing
the girl was the main point of the session. For the rest of the game, trying to unravel
what Killian had done to her mind distracted Dr. Zhou and almost induced him to sell
out the rest of the group once.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;NPC ties aren't the only thing the GM will exploit. If your character
has a fear of spiders, then expect at least once that he'll drop something he really,
really needs into a hole full of daddy longlegs. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Rather than looking on this as persecution from the GM, I look
on it as a way to make sure my character will always be involved in the story. When
your enemy shows up, it's your chance to shine. When your loved-ones' lives are on
the line, failure is not an option. Cool stuff.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Careful choice of disadvantages has allowed me to steal the spotlight
(well, just borrow it for a while) of several games. &lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Reason 3: Just One of Those Things&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Even if your character doesn't' have Enemies (for which he got,
or paid in 7th Sea, points) he has enemies. He's probably a gun-toting maniac. Of
course he has enemies. If he left them all dead, then their kids, girlfriends, and
bill collectors are his enemies. If, somehow, he doesn't have enemies at all, he still
has &lt;i&gt;some&lt;/i&gt; ties to the game world.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Eventually, those are going to cause him problems.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(If your character doesn't have any ties to the game world, go
back and read all my earlier columns and re-make him. The game is really a lot more
fun if you have some vested interest in the outcome. Honest)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;These can be some of the most annoying misfortunes ever to strike
a character. The come out of nowhere, more or less, and can utterly screw up your
plans. Sometimes they serve the greater plot, but sometimes they only seem to serve
the GM's sadistic urges.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;As a GM, I've hit more than one PC with a complication just because
it seemed like it would be fun. I'm more than sure that some of my favorite GMs have
done the same thing to me.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Sometimes it's realism. If your character wanders into the area
the GM has decided is the lair to a big monster, he's probably going to end up mauled
by said big monster. If he was there for a totally different reason, there's going
to be irony dripping along with the blood.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Sometimes it's an attempt to steer the characters (affectionately
called "railroading" in many cases). If all the avenues open to you but one are guarded
by ravenous wolves, guess which one the GM thinks you should take. This is really
annoying when it's blatant, less so when the GM is subtle about it. If he's really
good, you'll never notice.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Sometimes it really is just one of those things. For instance,
I tend to run about half my games off the cuff. I have a general plan, but at least
of half of what goes on in a session is pure improvisation. If my PCs do something
I totally didn't expect, I have to come up with something fast, and I'll try to make
it interesting. "Interesting" in gaming parlance tends to follow the conventions of
the old Chinese saying...&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;These random conflicts can be annoying, but they can also be a
lot of fun. The potential for them is one of the things that makes gaming a lot different
than fiction. In a story or a movie, everything that happens is part of the plot.
In a game, there's potential for lots of plots all at once. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Assuming your character survives his unfortunate encounter with
the beast from my earlier example, maybe now he thinks it would make a nifty jacket
and pair of boots. There could be some fun later down the line when he goes back with
the right equipment this time.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Reason 4: The GM is a Jerk&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This is the one I don't like. There are times when a GM is just
out to get one player, or to kill them all. Those are two different situations, so
I'll take them one at a time.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;First, the Party Killer. This GM wants to run his game (at best)
like a chess match where he throws all his resources at the party and the players
do their best to beat him, and (at worst) like an endless deathtrap where the party
will fight wave after wave of threats until they're overwhelmed. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The first case is fine, if that's what everyone wants to do. It's
more like a strategy game than a story game, but that's what it's meant to be. As
long as everyone's on the same page and everyone's having fun, they should keep doing
it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The second case is the kind of game I'd walk out on. The realization
that broke me out of my munchkin phase in High School was that the GM always had more
hit points than I did. He always had more experience. There were always more monsters.
There was absolutely no way my character would ever be more powerful than the GM could
threaten.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Once you realize that, there's not a lot of point in collecting
power anymore unless you have something you want to do with it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The flip-side of that realization was that as GM I could always,
always kill the entire party whenever I wanted to. There was no ability a PC could
possess that I couldn't defeat, remove, or circumvent.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Once I saw that, I couldn't see much point in wiping out groups
of stalwart adventurers any more, either. The Tarsque and the Death Star were comforting
security blankets that I had largely outgrown.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So now for the hard part, the vindictive GM. There are levels
of vindictiveness. Sometimes the fault lies with the player, and the GM is just trying
to rein him in, or the player is just trying to push his character in a way the game
is not designed to go.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In my Now is the Winter game, Jason the Brujah seemed determined
to ignore the fact that the city was about to be sucked into hell as he pursued his
political agenda. Eventually, I decided to smack him by having the Prince offer him
an Office, then use the Dominate power of Fealty (which makes an oath literally binding)
to force him to toe the line. I'm not sure that was the right decision, but it was
enormously satisfying - particularly when Prince Marcel rolled so well that I had
to extrapolate more slots on the effects chart to see how long the Oath would bind
Jason.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But sometimes the GM just has an axe to grind. I really don't
know what to do about that. GM favoritism is just about always bad. If the GM and
the player can't settle their differences amicably, then maybe the player should leave
the game. Some people just shouldn't game together, even if they get along in other
ways.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If the game isn't fun, you definitely shouldn't play. If it's
the only game in town, then you'll have to decide if which is less fun: a game where
the GM is out to get you, or no game at all.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Since everyone reading this article is presumably equipped with
an internet connection, I'd recommend looking into PBEM, PBP, and IRC games.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Parting Words&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This is usually the point where I tie everything together into
a nice neat bundle, but I don't really have one this time. The big point is "The GM
is probably not picking on you." The lesson, to the extent that there is one, is that
setbacks and conflicts are what make your character. How he reacts to them is what
defines him.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Welcome back. This time out, things will be a little different
than usual. I recently had a really interesting experience, and I thought I'd share.
There's not really any advice per se, but maybe you'll enjoy it anyway. We're returning,
briefly, to the exciting world of character creation, or more accurately, character
development.</font>
        </p>
        <p>
          <font color="#000000">If you've been reading so far, you've probably reached the conclusion
that I think characters are important. You'd be right. For my style of gaming, well-realized,
detailed, plot-hook laden PCs are as important as a compelling setting and interesting,
vibrant NPCs. All of which is more important than a really original, amazing plot.</font>
        </p>
        <p>
          <font color="#000000">Unfortunately, it tends to take me 2-3 sessions to get into
character. The rest of the time, I have a bunch of ideas that don't really hang together.
I have to muddle through for a few sessions before my character "comes to life" and
sometimes the result is a lot different than what I started with. Like my guilt-ridden,
honor-bound Pendragon knight who started play as an affable bastard, for instance.</font>
        </p>
        <p>
          <font color="#000000">This is a flaw I've been trying to overcome. I've done it by
writing long character backgrounds (which tended to be fairly lifeless, and to nail
down details I'd rather leave vague) and by writing fiction (which is a lot of work
to do well, and not worth doing poorly). This time out, I decided to try something
new.</font>
        </p>
        <p>
          <font color="#000000">I just started a Buffy game. My character is Tomika Juri, a
Potential Slayer from Japan. I started with a basic idea for a very serious, studious
girl who had already dedicated her entire life to being the Slayer, and would realize
fairly early in the game that she'd missed out on some good stuff to do so. If you're
a fan of the show, you might be reminded of Kendra, who was a major inspiration. I
also wanted a slightly different take on the idea of the Slayer, which is why I chose
a Japanese Potential. Juri sees the Slayer as something like a Samurai, and that colors
the way she does her job. For example, in our first run, the group was patrolling,
and ran into a small pack of vampires. One of them got knocked down, and before Juri
killed him, she let him get up and compose himself. (The barbaric bloodsucker ran
instead of facing honorable combat)</font>
        </p>
        <p>
          <font color="#000000">I really didn't have a lot else to go on. So, after the first
session, I decided to try something new. I conducted an interview with my new character.
It was kind of an exercise in role-playing, and kind of a story. When I started, I
didn't really know where I was going with it. I stopped when I got to six pages. I'm
thinking about doing some more later.</font>
        </p>
        <p>
          <font color="#000000">The text of the interview follows. The interview is completely
out of game continuity, and doesn't even stick to a single moment in time, since I
put in some questions that Juri wouldn't know the answers for yet. I initially thought
about doing a completely In Character interview, either by a fictional student reporter
for the school paper, or a member of the Watchers' Council checking up on her, but
I decided fairly early on that either of those options would be limiting. The Watcher
wouldn't ask all the right questions, and the student wouldn't know some of the ones
he needed to ask. </font>
        </p>
        <p>
          <font color="#000000">I also want it noted that I know about as much about Japan as
a slightly more than casual Anime fan. Any inaccuracies are the result of ignorance,
rather than malice or design. I hit close enough that I don't think I'm wrecking other
players' SOD, though.</font>
        </p>
        <p>
          <font color="#000000">I've appended the interview with comments in italics to clear
some things up, and to expand on a few others.</font>
        </p>
        <h2>
          <font color="#000000">Interview with Tomika Juri</font>
        </h2>
        <p>
          <font color="#000000">First, let's set the scene: a coffee shop in downtown Littleton,
Co, on a cold, February morning. Music by someone who thinks the Celts were nicer,
cooler, and above all cleaner than they really were is playing from speakers in the
ceiling. The place was decorated with eclectic furnishings, mismatched chairs and
tables, and some overstuffed leather sofas. There was a pool table over on one side,
and a big TV on the other. Most of the clientele on this blustery Saturday were high
school and college students.  (<i>This paragraph was done when I still thought
about doing the interview IC. I like it, so it's staying)</i></font>
        </p>
        <p>
          <font color="#000000">Tomika Juri was already waiting for me, sitting at a table with
a cup of coffee in front of her. She was wearing a white blouse, a long, gray skirt,
and a blue wool blazer. Even on Saturday, she looked like she was on her way to school.</font>
        </p>
        <p>
          <font color="#000000">Since I'm told we might not get an accompanying photo (more's
the pity), I'll provide a brief description. I might have anyway, because Miss Tomika
is a pleasure to describe. Her hair is as black as India ink, very silky, and today
parted to one side and held in place with a heart-shaped hair clip. Her eyes are blue,
the color of sapphires in bright light, almond-shaped, and very expressive. She has
an elfin face with a cute little upturned nose, and a figure to match. If I didn't
know better, I would have found it hard to credit that she could take a vampire in
hand-to-hand combat. (I'm told that she killed two, and finished off a third, mostly
single-handedly in a recent hunt. Impressive.) Of course, the blazer hides her musculature.
All you see is the adorable face and the fact she's not much more than five feet tall. 
(<i>Speaking of the accompanying photo, anybody got any suggestions for a young, teenage
Japanese girl, preferably with blue eyes - but I know some people with Photoshop skills,
and for that matter, I can easily change that detail.)</i></font>
        </p>
        <p>
          <font color="#000000">She was watching the door, and I saw her size me up. It took
only a moment for her to figure out who I was, at which point she smiled bright enough
to melt butter and stood up.</font>
        </p>
        <p>
          <font color="#000000">I ambled over. We made our introductions. Tomika's accent is
a strange, but very appealing mixture of proper British and Japanese. A waitress stopped
and took my order. I pulled out my recorder, and we began:</font>
        </p>
        <p>
          <font color="#000000">RDG: Thank you for agreeing to this interview.</font>
        </p>
        <p>
          <font color="#000000">TJ: I'm glad to do it. What would you like to know?</font>
        </p>
        <p>
          <font color="#000000">(Direct, isn't she?)</font>
        </p>
        <p>
          <font color="#000000">RDG: Well, everything. Let's start with where you were born.</font>
        </p>
        <p>
          <font color="#000000">TJ: Hiroshima.</font>
        </p>
        <p>
          <font color="#000000">RDG: What was it like?</font>
        </p>
        <p>
          <font color="#000000">TJ: It was very nice there, but I only lived there for a few
years. My father had an apartment over his store. He sold groceries to the people
in our neighborhood.</font>
        </p>
        <p>
          <font color="#000000">RDG: What about your mother?</font>
        </p>
        <p>
          <font color="#000000">TJ: (pauses) She died when I was born. My grandmother helped
take care of me. So did my aunt, Aoi.</font>
        </p>
        <p>
          <font color="#000000">RDG: I'm sorry.</font>
        </p>
        <p>
          <font color="#000000">TJ: It is all right. I never knew her. Sometimes I wonder what
it would be like to have a mother, but I don't really miss her. Papa did, though.
He was always very sad.</font>
        </p>
        <p>
          <font color="#000000">RDG: So, did you have a lot of friends? What did you do for
fun?</font>
        </p>
        <p>
          <font color="#000000">TJ: There were some other kids in the neighborhood, and Aunt
Aoi had two sons. They were stupid-heads, though. We did normal stuff, I guess. Played
in the park, flew kites, went swimming in the summer, played video games and watched
TV. Uncle Genjo worked in an electronics store, so they had a big TV and lots of games.
Even if their kids were stupid-heads.  (<i>The cousins kind of came out of nowhere.
So did the step-siblings who show up in a little while. That was kind of neat)</i></font>
        </p>
        <p>
          <font color="#000000">RDG: But you left later, right?</font>
        </p>
        <p>
          <font color="#000000">TJ: I was seven. Some men visited Papa. Later, they talked to
me. They said it was my destiny to be trained as a warrior, to protect people from
creatures of the night.</font>
        </p>
        <p>
          <font color="#000000">RDG: And you believed them?</font>
        </p>
        <p>
          <font color="#000000">TJ: Why wouldn't I? They were adults, in suits. One of them
was a monk. They wouldn't lie. Besides, I was a little kid. I still believed in faeries,
and that a monster lived in my closet, but he could only come out at night if the
door was open and the nightlight was off.</font>
        </p>
        <p>
          <font color="#000000">Anyway, they were right. There are creatures of the night, and
people need to be ready to kill them.</font>
        </p>
        <p>
          <font color="#000000">I don't know what they said to Papa. Maybe the same thing they
told me, I guess. I didn't really understand it at the time, but he was seeing a new
woman, and I think he thought it would be easier if he didn't have a little girl underfoot.
Later on, he married her, and they had two kids.  (<i>In my original background
write-up, all I knew was that Juri's father had given her up to the Watchers. A new
wife was a good reason he might do so)</i></font>
        </p>
        <p>
          <font color="#000000">RDG: Have you ever met them?</font>
        </p>
        <p>
          <font color="#000000">TJ: Once, when they were little. My stepmother is kind of uncomfortable
around me, and besides, I was usually too busy with training.</font>
        </p>
        <p>
          <font color="#000000">RDG: So you went to...?</font>
        </p>
        <p>
          <font color="#000000">TJ: The temple. I don't think I'm supposed to say where it is.
They may have moved everyone anyway. It wouldn't be hard to find, though. It's kind
of out in the boondocks. I thought it was really isolated until I got to America and
saw how spread out everything is here.</font>
        </p>
        <p>
          <font color="#000000">The temple was a monastery, very old. The plumbing was always
dodgy, and there was no TV. Most of the people there were men. There was one girl,
a lot older than I was. She left after a while. I kind of wonder where she went.</font>
        </p>
        <p>
          <font color="#000000">RDG: So what did you do there?</font>
        </p>
        <p>
          <font color="#000000">TJ: I learned to be the Slayer, if I am the one Chosen when
the current Slayer falls. At first, I was too little to spar. I learned normal school
things, and how to speak English and old Latin. I practiced Tai Chi and Aikido. When
I got older, I started learning more martial arts. Kenjitsu was my favorite, and Kyudo.
Being a Slayer is like being a Samurai. You have to give your life to a greater cause.
I studied art: calligraphy and flower arranging, and tea ceremony. And I learned about
the occult, of course. Lots of old, musty books that had pages so fragile you had
to use tweezers.</font>
        </p>
        <p>
          <font color="#000000">RDG: What did you do for fun?</font>
        </p>
        <p>
          <font color="#000000">TJ: Sparring was my favorite. Training exercises, like Capture
the Flag. For my thirteenth birthday, the monks gave me a special party. I got my
own swords, and they brought in a vampire for me to kill.</font>
        </p>
        <p>
          <font color="#000000">He was faster than I thought he'd be. He broke a couple of ribs,
and the monks had to hit him with a tranquilizer before I could cut off his head.
It was very embarrassing, but they said I did a good job.  (<i>The whole "vampire
birthday party" thing came out of nowhere. I was completely surprised that the idea
was lurking in my subconscious, but it was really so perfectly logical. That bit was
one of my two favorite in the entire interview)</i></font>
        </p>
        <p>
          <font color="#000000">Oh, and Sensei Brody bought me a Hello Kitty Fairy doll.</font>
        </p>
        <p>
          <font color="#000000">RDG:...</font>
        </p>
        <p>
          <font color="#000000">TJ: What?</font>
        </p>
        <p>
          <font color="#000000">RDG: Just processing. You killed a vampire when you were thirteen?</font>
        </p>
        <p>
          <font color="#000000">TJ: Yes, with my new katana. And some help from my teachers.</font>
        </p>
        <p>
          <font color="#000000">RDG: And that's what you think is fun?</font>
        </p>
        <p>
          <font color="#000000">TJ: Well, I also like reading manga, and since I moved to America
I watch TV and play video games again. There's three different DDR machines at the
arcade. That's fun.  (<i>This bit is not strictly in synch with the rest, having
theoretically only been in town for a couple of days, Juri probably hasn't been to
the video arcade yet, but she will be eventually)</i></font>
        </p>
        <p>
          <font color="#000000">RDG: About that, why did you leave Japan?</font>
        </p>
        <p>
          <font color="#000000">TJ: My teachers didn't say, exactly. The location of the monastery,
or the fact that a Slayer might be there, must have leaked out. They said it wasn't
safe for me to stay at the monastery anymore. They needed to get me out of Japan,
and Lane-Sensei said I could stay with her in Littleton. I had my visa and school
records and things in just a few days, and I was on a plane the next day.</font>
        </p>
        <p>
          <font color="#000000">I thought it would be a big plane, but it was just a little
one, a Lear Jet. We stopped in California for one day, but I was too sleepy to really
enjoy it. Hayden-Sensei bought me a Hello Kitty address book from a shop near our
hotel. The next day we landed at a little airstrip, and Lane-Sensei met me and took
me to her house.   (<i>Just as a point of interest, the GM gave me a Drama
Point when I had Juri pull out her Hello Kitty address book to call her Watcher.)</i></font>
        </p>
        <p>
          <font color="#000000">RDG: So, how are you liking America?</font>
        </p>
        <p>
          <font color="#000000">TJ: It's very different from home. I've only been here a couple
of days now. I'm not really used to such a big school. I had private tutors from the
time I was seven. Trying to remember where to go and when is difficult.</font>
        </p>
        <p>
          <font color="#000000">I love Lane-Sensei's house. The Watchers sent over some of the
things from my old room. I'm still getting used to sleeping on such a big bed, and
having so much space. The dojo isn't as big, and there's no firing range. I hope there's
Archery at the high school so I can keep in practice.</font>
        </p>
        <p>
          <font color="#000000">Lane-Sensei cooks huge meals. I like American food, especially
fried chicken.</font>
        </p>
        <p>
          <font color="#000000">The town is much bigger than I'm used to, and there's an even
larger city not far away. It looks like a nice place.</font>
        </p>
        <p>
          <font color="#000000">RDG: Any friends yet?</font>
        </p>
        <p>
          <font color="#000000">TJ: Lane-Sensei is very nice. She lets us patrol, with weapons.
So is Marian, even though she forgot to drive me home from school. She has her own
car. That's so cool. Theodore is very brave, but he breaks lots of rules, and he always
seems so angry. Simon is nice. I met a cute boy named Travis Evans at school. He said
he'd drive me home from now on. (Giggles) I was surprised to find out he knew what
vampires were. The Watchers said mostly people don't know, that they don't want to
know.  (<i>These are other characters in the game. Nailing down Juri's reactions
to them was one of the things I intended to do from the start. It's also one of the
things I want to expand on, maybe through a diary or something)</i></font>
        </p>
        <p>
          <font color="#000000">RDG: Let's talk about your work. Do you think you'll be Chosen?</font>
        </p>
        <p>
          <font color="#000000">TJ: I don't know. I hope so. Whether I am or not, it doesn't
change what I have to do. Good people have a responsibility to fight evil. I don't
have the strength to fight a demon on even ground, but I have the teaching to find
its weaknesses, the knowledge to exploit them, and the skill to take its advantages
and make them mine.</font>
        </p>
        <p>
          <font color="#000000">I would never go against my teachers, but sometimes I think
the Watchers are too concerned with watching when they should use their power to do
something instead. I will hunt the monsters for as long as I can.</font>
        </p>
        <p>
          <font color="#000000">If another is Chosen instead of me, I might seek out another
source of power. Most of them are dangerous, too dangerous, but there has to be a
way. I read about Gwendolyn Post and what she did. She was a bad person, but I do
not completely disagree with her.  (<i>Most of this is stuff I knew when I made
up the character. It helped me to find Juri's voice to have her state it, though)</i></font>
        </p>
        <p>
          <font color="#000000">RDG: So for now you patrol? What do you like about it? What
do you dislike?</font>
        </p>
        <p>
          <font color="#000000">TJ: It's fun. I know that's a scary thing to say. You don't
have to look at me like that. In sparring, you have to exercise control so you don't
hurt anyone. And in the back of your mind, you know it's not real no matter how well
you pretend. When you're really fighting, it's real.</font>
        </p>
        <p>
          <font color="#000000">I understand that it's dangerous. The first vampire I fought
could have killed me. Even with the monks watching, he might have got lucky. The one
last night cut me, and it still hurts. He would have killed me, or one of his friends
would have. I know the danger, and I don't want to die, but...</font>
        </p>
        <p>
          <font color="#000000">... When you're on the edge of death, you're alive like you
can't be any other time. Everything is clear, simple. All day everything is hard.
It's hard to remember where to go and what to do, what language to speak in, who knows
what, who likes you, who doesn't. When you're fighting, there's only you and them,
and all that matters is your strength and skill.</font>
        </p>
        <p>
          <font color="#000000">And you're helping people. Last night, we saved a woman's life.
Who knows how many others after that? Those vampires would not have stopped killing
until someone made them stop, and we did it. I did it.  (<i>First fight, about
1/4 of Juri's life points on a good hit. Fortunately, I had an extra Drama Point.)</i></font>
        </p>
        <p>
          <font color="#000000">Besides that, I've been training to do this since I was a little
girl. I lost my father. He barely knows me now. He used to send me a birthday card.
I don't know if he will now, since the Watchers moved me. It's what I do. Why teach
me to do it, if they weren't going to let me do it?</font>
        </p>
        <p>
          <font color="#000000">RDG: Do you ever wish you had something else? That your life
had been different?</font>
        </p>
        <p>
          <font color="#000000">TJ: No. Yes. Maybe. I don't know. </font>
        </p>
        <p>
          <font color="#000000">That's a hard question. I like being who I am, but I wonder
what it would have been like to grow up with a mother, and with a father who wasn't
so distant. I miss Japan. I miss the temple and the village, and I miss Hiroshima,
even though I don't remember it very well.</font>
        </p>
        <p>
          <font color="#000000">There are things in life that I've had to give up, and sometimes
I wish I had them, but that's selfish. Some people have to make sacrifices so that
other people can be free and happy, like soldiers and policemen. </font>
        </p>
        <p>
          <font color="#000000">I got other things in return. Knowing what I know, I would rather
be the one keeping secrets instead of the one living in a world made of them. Most
people go through their lives being afraid. They ignore the truth because otherwise
they couldn't live with it. I don't have to do that. I know there aren't very many
people who could beat me in an even fight. I know how to even the odds, or tip them
in my favor. I don't have to be afraid.</font>
        </p>
        <p>
          <font color="#000000">That doesn't mean I can be stupid, though. An old vampire, or
just a man with a gun, could kill me easily if I'm not careful, or maybe even if I
am. But at least I know who I am and what I can do.</font>
        </p>
        <p>
          <font color="#000000">For that, I guess it's worth not having a mother.  (<i>This
is my favorite piece. I realized just after I wrote it that [a] it's exactly what
Juri would say in character, and [b] it's a lie. She doesn't completely realize it,
but she really craves a "real" family. She's going to try to build one as the game
goes on, and the way she feels about different characters will really influence her
actions. For someone she sees as "family" she'd probably throw away everything else
she cares about, and would definitely throw away her life</i>...<i>)</i></font>
        </p>
        <p>
          <font color="#000000">RDG: (sniff) Sorry, something in my eye. Let's talk about the
future. What do you want to happen next?  (...<i>Which struck me as being both
sad and sweet)</i></font>
        </p>
        <p>
          <font color="#000000">TJ: Well, I want to be the Slayer. (Grins) If not me, it would
be neat if it were Marian. I want to patrol more. I want to get used to high school.
I'm thinking about joining the Kick boxing team. Wrestling might be interesting, but
I've seen it and I find Aikido generally superior for practical applications. I hope
there's archery. I want to try miniature golf. We passed a place on the way into town,
and that looked like fun. Go-karts, too.</font>
        </p>
        <p>
          <font color="#000000">My future is at once nebulous and very clear. The Watchers Council
will take care of me. If I am not Chosen, I will find some other role with them. I
would like to finish high school, either here or back home. I do not know about college.
If the Watchers can fund my activities as a hunter, that might be time better spent
elsewhere. Something inside me wants to go, though. I would like to study art, perhaps.</font>
        </p>
        <p>
          <font color="#000000">RDG: Do you have any goals that aren't practical?</font>
        </p>
        <p>
          <font color="#000000">TJ: Doesn't miniature golf count?</font>
        </p>
        <p>
          <font color="#000000">RDG: You've got me there.<br /><br />
TJ: I... I think I would like to go on a date with Travis. He's very handsome. Maybe
we could play miniature golf. (Grin)</font>
        </p>
        <p>
          <font color="#000000">I want to learn to drive. Everyone drives here. That might count
as practical, since it would make patrolling easier. I think I need to buy some new
clothes, too. People dress a lot differently here. I need more pants than the ones
I patrol in, especially blue jeans.</font>
        </p>
        <p>
          <font color="#000000">Do you have any other questions?</font>
        </p>
        <p>
          <font color="#000000">RDG: Not right now. Thank you, Tomika. It was a pleasure speaking
with you.  (<i>The last part revealed a little bit of her sense of humor, which
is very subtle. Juri is a lot more likely to feed straight lines than crack jokes.)</i></font>
        </p>
        <p>
          <font color="#000000">So anyway, that's it for this month. Not much in the way of
advice, but I hope you enjoyed it. If there's anything you'd like to see in future
columns, please let me know. I'm thinking about following up character goals with
character advancement, a column or two on the subject of experience and Experience
and what to do with either.</font>
        </p>
        <p>
          <font color="#000000">See ya' next time.</font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=b3d6d852-9c31-484d-9780-eba05c6de594" />
      </body>
      <title>Let Me Tell You About My Character</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,b3d6d852-9c31-484d-9780-eba05c6de594.aspx</guid>
      <link>http://www.davidgoodner.com/PermaLink,guid,b3d6d852-9c31-484d-9780-eba05c6de594.aspx</link>
      <pubDate>Wed, 19 Feb 2003 17:14:40 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back. This time out, things will be a little different
than usual. I recently had a really interesting experience, and I thought I'd share.
There's not really any advice per se, but maybe you'll enjoy it anyway. We're returning,
briefly, to the exciting world of character creation, or more accurately, character
development.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If you've been reading so far, you've probably reached the conclusion
that I think characters are important. You'd be right. For my style of gaming, well-realized,
detailed, plot-hook laden PCs are as important as a compelling setting and interesting,
vibrant NPCs. All of which is more important than a really original, amazing plot.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Unfortunately, it tends to take me 2-3 sessions to get into character.
The rest of the time, I have a bunch of ideas that don't really hang together. I have
to muddle through for a few sessions before my character "comes to life" and sometimes
the result is a lot different than what I started with. Like my guilt-ridden, honor-bound
Pendragon knight who started play as an affable bastard, for instance.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This is a flaw I've been trying to overcome. I've done it by writing
long character backgrounds (which tended to be fairly lifeless, and to nail down details
I'd rather leave vague) and by writing fiction (which is a lot of work to do well,
and not worth doing poorly). This time out, I decided to try something new.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I just started a Buffy game. My character is Tomika Juri, a Potential
Slayer from Japan. I started with a basic idea for a very serious, studious girl who
had already dedicated her entire life to being the Slayer, and would realize fairly
early in the game that she'd missed out on some good stuff to do so. If you're a fan
of the show, you might be reminded of Kendra, who was a major inspiration. I also
wanted a slightly different take on the idea of the Slayer, which is why I chose a
Japanese Potential. Juri sees the Slayer as something like a Samurai, and that colors
the way she does her job. For example, in our first run, the group was patrolling,
and ran into a small pack of vampires. One of them got knocked down, and before Juri
killed him, she let him get up and compose himself. (The barbaric bloodsucker ran
instead of facing honorable combat)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I really didn't have a lot else to go on. So, after the first
session, I decided to try something new. I conducted an interview with my new character.
It was kind of an exercise in role-playing, and kind of a story. When I started, I
didn't really know where I was going with it. I stopped when I got to six pages. I'm
thinking about doing some more later.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The text of the interview follows. The interview is completely
out of game continuity, and doesn't even stick to a single moment in time, since I
put in some questions that Juri wouldn't know the answers for yet. I initially thought
about doing a completely In Character interview, either by a fictional student reporter
for the school paper, or a member of the Watchers' Council checking up on her, but
I decided fairly early on that either of those options would be limiting. The Watcher
wouldn't ask all the right questions, and the student wouldn't know some of the ones
he needed to ask. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I also want it noted that I know about as much about Japan as
a slightly more than casual Anime fan. Any inaccuracies are the result of ignorance,
rather than malice or design. I hit close enough that I don't think I'm wrecking other
players' SOD, though.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I've appended the interview with comments in italics to clear
some things up, and to expand on a few others.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Interview with Tomika Juri&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;First, let's set the scene: a coffee shop in downtown Littleton,
Co, on a cold, February morning. Music by someone who thinks the Celts were nicer,
cooler, and above all cleaner than they really were is playing from speakers in the
ceiling. The place was decorated with eclectic furnishings, mismatched chairs and
tables, and some overstuffed leather sofas. There was a pool table over on one side,
and a big TV on the other. Most of the clientele on this blustery Saturday were high
school and college students.&amp;nbsp; (&lt;i&gt;This paragraph was done when I still thought
about doing the interview IC. I like it, so it's staying)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Tomika Juri was already waiting for me, sitting at a table with
a cup of coffee in front of her. She was wearing a white blouse, a long, gray skirt,
and a blue wool blazer. Even on Saturday, she looked like she was on her way to school.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Since I'm told we might not get an accompanying photo (more's
the pity), I'll provide a brief description. I might have anyway, because Miss Tomika
is a pleasure to describe. Her hair is as black as India ink, very silky, and today
parted to one side and held in place with a heart-shaped hair clip. Her eyes are blue,
the color of sapphires in bright light, almond-shaped, and very expressive. She has
an elfin face with a cute little upturned nose, and a figure to match. If I didn't
know better, I would have found it hard to credit that she could take a vampire in
hand-to-hand combat. (I'm told that she killed two, and finished off a third, mostly
single-handedly in a recent hunt. Impressive.) Of course, the blazer hides her musculature.
All you see is the adorable face and the fact she's not much more than five feet tall.&amp;nbsp;
(&lt;i&gt;Speaking of the accompanying photo, anybody got any suggestions for a young, teenage
Japanese girl, preferably with blue eyes - but I know some people with Photoshop skills,
and for that matter, I can easily change that detail.)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;She was watching the door, and I saw her size me up. It took only
a moment for her to figure out who I was, at which point she smiled bright enough
to melt butter and stood up.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I ambled over. We made our introductions. Tomika's accent is a
strange, but very appealing mixture of proper British and Japanese. A waitress stopped
and took my order. I pulled out my recorder, and we began:&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: Thank you for agreeing to this interview.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: I'm glad to do it. What would you like to know?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(Direct, isn't she?)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: Well, everything. Let's start with where you were born.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: Hiroshima.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: What was it like?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: It was very nice there, but I only lived there for a few years.
My father had an apartment over his store. He sold groceries to the people in our
neighborhood.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: What about your mother?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: (pauses) She died when I was born. My grandmother helped take
care of me. So did my aunt, Aoi.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: I'm sorry.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: It is all right. I never knew her. Sometimes I wonder what
it would be like to have a mother, but I don't really miss her. Papa did, though.
He was always very sad.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: So, did you have a lot of friends? What did you do for fun?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: There were some other kids in the neighborhood, and Aunt Aoi
had two sons. They were stupid-heads, though. We did normal stuff, I guess. Played
in the park, flew kites, went swimming in the summer, played video games and watched
TV. Uncle Genjo worked in an electronics store, so they had a big TV and lots of games.
Even if their kids were stupid-heads.&amp;nbsp; (&lt;i&gt;The cousins kind of came out of nowhere.
So did the step-siblings who show up in a little while. That was kind of neat)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: But you left later, right?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: I was seven. Some men visited Papa. Later, they talked to
me. They said it was my destiny to be trained as a warrior, to protect people from
creatures of the night.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: And you believed them?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: Why wouldn't I? They were adults, in suits. One of them was
a monk. They wouldn't lie. Besides, I was a little kid. I still believed in faeries,
and that a monster lived in my closet, but he could only come out at night if the
door was open and the nightlight was off.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Anyway, they were right. There are creatures of the night, and
people need to be ready to kill them.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I don't know what they said to Papa. Maybe the same thing they
told me, I guess. I didn't really understand it at the time, but he was seeing a new
woman, and I think he thought it would be easier if he didn't have a little girl underfoot.
Later on, he married her, and they had two kids.&amp;nbsp; (&lt;i&gt;In my original background
write-up, all I knew was that Juri's father had given her up to the Watchers. A new
wife was a good reason he might do so)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: Have you ever met them?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: Once, when they were little. My stepmother is kind of uncomfortable
around me, and besides, I was usually too busy with training.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: So you went to...?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: The temple. I don't think I'm supposed to say where it is.
They may have moved everyone anyway. It wouldn't be hard to find, though. It's kind
of out in the boondocks. I thought it was really isolated until I got to America and
saw how spread out everything is here.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The temple was a monastery, very old. The plumbing was always
dodgy, and there was no TV. Most of the people there were men. There was one girl,
a lot older than I was. She left after a while. I kind of wonder where she went.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: So what did you do there?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: I learned to be the Slayer, if I am the one Chosen when the
current Slayer falls. At first, I was too little to spar. I learned normal school
things, and how to speak English and old Latin. I practiced Tai Chi and Aikido. When
I got older, I started learning more martial arts. Kenjitsu was my favorite, and Kyudo.
Being a Slayer is like being a Samurai. You have to give your life to a greater cause.
I studied art: calligraphy and flower arranging, and tea ceremony. And I learned about
the occult, of course. Lots of old, musty books that had pages so fragile you had
to use tweezers.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: What did you do for fun?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: Sparring was my favorite. Training exercises, like Capture
the Flag. For my thirteenth birthday, the monks gave me a special party. I got my
own swords, and they brought in a vampire for me to kill.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;He was faster than I thought he'd be. He broke a couple of ribs,
and the monks had to hit him with a tranquilizer before I could cut off his head.
It was very embarrassing, but they said I did a good job.&amp;nbsp; (&lt;i&gt;The whole "vampire
birthday party" thing came out of nowhere. I was completely surprised that the idea
was lurking in my subconscious, but it was really so perfectly logical. That bit was
one of my two favorite in the entire interview)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Oh, and Sensei Brody bought me a Hello Kitty Fairy doll.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG:...&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: What?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: Just processing. You killed a vampire when you were thirteen?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: Yes, with my new katana. And some help from my teachers.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: And that's what you think is fun?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: Well, I also like reading manga, and since I moved to America
I watch TV and play video games again. There's three different DDR machines at the
arcade. That's fun.&amp;nbsp; (&lt;i&gt;This bit is not strictly in synch with the rest, having
theoretically only been in town for a couple of days, Juri probably hasn't been to
the video arcade yet, but she will be eventually)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: About that, why did you leave Japan?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: My teachers didn't say, exactly. The location of the monastery,
or the fact that a Slayer might be there, must have leaked out. They said it wasn't
safe for me to stay at the monastery anymore. They needed to get me out of Japan,
and Lane-Sensei said I could stay with her in Littleton. I had my visa and school
records and things in just a few days, and I was on a plane the next day.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I thought it would be a big plane, but it was just a little one,
a Lear Jet. We stopped in California for one day, but I was too sleepy to really enjoy
it. Hayden-Sensei bought me a Hello Kitty address book from a shop near our hotel.
The next day we landed at a little airstrip, and Lane-Sensei met me and took me to
her house.&amp;nbsp;&amp;nbsp; (&lt;i&gt;Just as a point of interest, the GM gave me a Drama Point
when I had Juri pull out her Hello Kitty address book to call her Watcher.)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: So, how are you liking America?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: It's very different from home. I've only been here a couple
of days now. I'm not really used to such a big school. I had private tutors from the
time I was seven. Trying to remember where to go and when is difficult.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I love Lane-Sensei's house. The Watchers sent over some of the
things from my old room. I'm still getting used to sleeping on such a big bed, and
having so much space. The dojo isn't as big, and there's no firing range. I hope there's
Archery at the high school so I can keep in practice.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Lane-Sensei cooks huge meals. I like American food, especially
fried chicken.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The town is much bigger than I'm used to, and there's an even
larger city not far away. It looks like a nice place.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: Any friends yet?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: Lane-Sensei is very nice. She lets us patrol, with weapons.
So is Marian, even though she forgot to drive me home from school. She has her own
car. That's so cool. Theodore is very brave, but he breaks lots of rules, and he always
seems so angry. Simon is nice. I met a cute boy named Travis Evans at school. He said
he'd drive me home from now on. (Giggles) I was surprised to find out he knew what
vampires were. The Watchers said mostly people don't know, that they don't want to
know.&amp;nbsp; (&lt;i&gt;These are other characters in the game. Nailing down Juri's reactions
to them was one of the things I intended to do from the start. It's also one of the
things I want to expand on, maybe through a diary or something)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: Let's talk about your work. Do you think you'll be Chosen?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: I don't know. I hope so. Whether I am or not, it doesn't change
what I have to do. Good people have a responsibility to fight evil. I don't have the
strength to fight a demon on even ground, but I have the teaching to find its weaknesses,
the knowledge to exploit them, and the skill to take its advantages and make them
mine.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I would never go against my teachers, but sometimes I think the
Watchers are too concerned with watching when they should use their power to do something
instead. I will hunt the monsters for as long as I can.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If another is Chosen instead of me, I might seek out another source
of power. Most of them are dangerous, too dangerous, but there has to be a way. I
read about Gwendolyn Post and what she did. She was a bad person, but I do not completely
disagree with her.&amp;nbsp; (&lt;i&gt;Most of this is stuff I knew when I made up the character.
It helped me to find Juri's voice to have her state it, though)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: So for now you patrol? What do you like about it? What do
you dislike?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: It's fun. I know that's a scary thing to say. You don't have
to look at me like that. In sparring, you have to exercise control so you don't hurt
anyone. And in the back of your mind, you know it's not real no matter how well you
pretend. When you're really fighting, it's real.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I understand that it's dangerous. The first vampire I fought could
have killed me. Even with the monks watching, he might have got lucky. The one last
night cut me, and it still hurts. He would have killed me, or one of his friends would
have. I know the danger, and I don't want to die, but...&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;... When you're on the edge of death, you're alive like you can't
be any other time. Everything is clear, simple. All day everything is hard. It's hard
to remember where to go and what to do, what language to speak in, who knows what,
who likes you, who doesn't. When you're fighting, there's only you and them, and all
that matters is your strength and skill.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;And you're helping people. Last night, we saved a woman's life.
Who knows how many others after that? Those vampires would not have stopped killing
until someone made them stop, and we did it. I did it.&amp;nbsp; (&lt;i&gt;First fight, about
1/4 of Juri's life points on a good hit. Fortunately, I had an extra Drama Point.)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Besides that, I've been training to do this since I was a little
girl. I lost my father. He barely knows me now. He used to send me a birthday card.
I don't know if he will now, since the Watchers moved me. It's what I do. Why teach
me to do it, if they weren't going to let me do it?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: Do you ever wish you had something else? That your life had
been different?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: No. Yes. Maybe. I don't know.&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That's a hard question. I like being who I am, but I wonder what
it would have been like to grow up with a mother, and with a father who wasn't so
distant. I miss Japan. I miss the temple and the village, and I miss Hiroshima, even
though I don't remember it very well.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are things in life that I've had to give up, and sometimes
I wish I had them, but that's selfish. Some people have to make sacrifices so that
other people can be free and happy, like soldiers and policemen.&amp;nbsp;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I got other things in return. Knowing what I know, I would rather
be the one keeping secrets instead of the one living in a world made of them. Most
people go through their lives being afraid. They ignore the truth because otherwise
they couldn't live with it. I don't have to do that. I know there aren't very many
people who could beat me in an even fight. I know how to even the odds, or tip them
in my favor. I don't have to be afraid.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That doesn't mean I can be stupid, though. An old vampire, or
just a man with a gun, could kill me easily if I'm not careful, or maybe even if I
am. But at least I know who I am and what I can do.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;For that, I guess it's worth not having a mother.&amp;nbsp; (&lt;i&gt;This
is my favorite piece. I realized just after I wrote it that [a] it's exactly what
Juri would say in character, and [b] it's a lie. She doesn't completely realize it,
but she really craves a "real" family. She's going to try to build one as the game
goes on, and the way she feels about different characters will really influence her
actions. For someone she sees as "family" she'd probably throw away everything else
she cares about, and would definitely throw away her life&lt;/i&gt;...&lt;i&gt;)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: (sniff) Sorry, something in my eye. Let's talk about the
future. What do you want to happen next?&amp;nbsp; (...&lt;i&gt;Which struck me as being both
sad and sweet)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: Well, I want to be the Slayer. (Grins) If not me, it would
be neat if it were Marian. I want to patrol more. I want to get used to high school.
I'm thinking about joining the Kick boxing team. Wrestling might be interesting, but
I've seen it and I find Aikido generally superior for practical applications. I hope
there's archery. I want to try miniature golf. We passed a place on the way into town,
and that looked like fun. Go-karts, too.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;My future is at once nebulous and very clear. The Watchers Council
will take care of me. If I am not Chosen, I will find some other role with them. I
would like to finish high school, either here or back home. I do not know about college.
If the Watchers can fund my activities as a hunter, that might be time better spent
elsewhere. Something inside me wants to go, though. I would like to study art, perhaps.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: Do you have any goals that aren't practical?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;TJ: Doesn't miniature golf count?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: You've got me there.&lt;br&gt;
&lt;br&gt;
TJ: I... I think I would like to go on a date with Travis. He's very handsome. Maybe
we could play miniature golf. (Grin)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I want to learn to drive. Everyone drives here. That might count
as practical, since it would make patrolling easier. I think I need to buy some new
clothes, too. People dress a lot differently here. I need more pants than the ones
I patrol in, especially blue jeans.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Do you have any other questions?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;RDG: Not right now. Thank you, Tomika. It was a pleasure speaking
with you.&amp;nbsp; (&lt;i&gt;The last part revealed a little bit of her sense of humor, which
is very subtle. Juri is a lot more likely to feed straight lines than crack jokes.)&lt;/i&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So anyway, that's it for this month. Not much in the way of advice,
but I hope you enjoyed it. If there's anything you'd like to see in future columns,
please let me know. I'm thinking about following up character goals with character
advancement, a column or two on the subject of experience and Experience and what
to do with either.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;See ya' next time.&lt;/font&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=b3d6d852-9c31-484d-9780-eba05c6de594" /&gt;</description>
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Hi everybody. Welcome back. We're still discussing character
goals. We've already talked about what they are, why you should have them, and what
they should be, but all that still leaves a question. 
<br />
When do you pursue them?</font>
        </p>
        <p>
          <font color="#000000">In a MET style LARP, it's pretty easy. Almost all your goals
tend to be personal, and you pursue them whenever you get the chance. In a PBP or
PBeM, there may be more direction, but it's still not hard to go off by yourself and
do whatever you want as long as the GM has time to deal with you. Splitting the party
may not be advisable, but it's not a serious logistical problem like it might be in
a tabletop game.</font>
        </p>
        <p>
          <font color="#000000">But my column is primarily aimed at tabletop gaming, and at
the tabletop (or sprawled around the living room, in my games) having one or more
characters wander off by themselves can cause some problems. Some day, if you ask
nicely, I'll tell the story of the Shadow Run session that ended up having three groups
and two GMs... The basic problem is that there is only one GM, who plays all the NPCs
and describes the entire environment. While the PCs are all in one place, this isn't
much of a problem. If the party splits up, the GM's attention is split, too. Sometimes
that's unavoidable. Sometimes the GM arranges it on purpose. But other times, it can
be a real pain - particularly if it's just one PC who is trying to use some downtime
in the main plot to go pursue one of his sub-plots. That leaves the other characters
to either just sit, or to go find things of their own to do.</font>
        </p>
        <p>
          <font color="#000000">Thus, either several people are bored, or the GM suddenly has
multiple games to run.</font>
        </p>
        <p>
          <font color="#000000">So what can you do about it?</font>
        </p>
        <p>
          <font color="#000000">Here are several strategies that I have employed. All of them
require the GM's cooperation, and that's an important issue. Everything I'm going
to suggest creates some degree of extra work for the GM. As a player, you need to
decide how much your character's goals are worth to you and to the rest of the group.
If you start disrupting the game or burning out the GM, then it doesn't really matter
if your character won the hand of the Princess, defeated the Dark Overlord, and recovered
the McGuffin of Ultimate Power. You are failing.</font>
        </p>
        <p>
          <font color="#000000">Yes, I said you are failing. If you wreck the game, then you
lose everything. I once nearly wrecked a game by focusing too much on just what I
wanted. It's an easy trap to fall into - at least for a spotlight hog like me. Now
you've been warned.</font>
        </p>
        <p>
          <font color="#000000">Ok, now that that bit of unpleasantness is out of the way, let's
move on. There are several ways to carve out time for your character's goals.</font>
        </p>
        <h2>
          <font color="#000000">In Game, With the Party</font>
        </h2>
        <p>
          <font color="#000000">Unless your GM blows chunks, there will be situations in the
main plot that relate to your character's goals from time to time. Keep an eye out
for them. When you find yourself in one, play in character. Don't make the decision
you think is "best." Make the decision that your character really would if he was
in that situation. If you're playing Inigo Montoya, and you spot the Six-Fingered
man, you're not likely to consider the fact that you're carrying an urgent message
that absolutely, positively has to get there overnight. There's the guy who slaughtered
your father over a sword. Go kill him. Now. And that group of twenty guards he's got
with him. </font>
        </p>
        <p>
          <font color="#000000">Well, actually, Inigo might be smarter than that, but he'd at
least consider it.</font>
        </p>
        <h2>
          <font color="#000000">In Game, Alone</font>
        </h2>
        <p>
          <font color="#000000">Sometimes, the group splits up. I've run sessions that never
had more than two PCs in the same place at the same time. I've played in them, too.
If everybody's OK with it, that's fine. </font>
        </p>
        <p>
          <font color="#000000">Here are some things to keep in mind:</font>
        </p>
        <ul>
          <li>
            <font color="#000000">Be considerate: Well duh. If your character goes off by himself,
the GM "owes" you as much time as he's spending with any one other player. In a group
of six players, that's 1/6th of the GM's time. The group gets an hour, you get ten
minutes. More is nice, but all you really "deserve" is 1/6th. </font>
          </li>
          <li>
            <font color="#000000">Keep track of your POV: Don't react to OOC information in your
IC dealings. If the group gets in trouble because you wandered off on your own, then
the survivors will be really angry with you when you get back. If you get in trouble
when you wander off on your own, don't expect them to come save you if you can't call
them. </font>
          </li>
          <li>
            <font color="#000000">While you're out anyway...: While you run off to visit your
old, ailing aunt, maybe you could also check in with one of your contacts who might
have some useful information for the group. Huh? </font>
          </li>
          <li>
            <font color="#000000">Be considerate: I know I already said "be considerate," but
it bears repeating. Keep this behavior in check. If you only go off on you own every
once in a while, it's no problem. If you're doing it for a long time, frequently,
you should probably look into one of the other methods I'll discuss in a minute. </font>
          </li>
        </ul>
        <h2>
          <font color="#000000">Journals and Bluebooks</font>
        </h2>
        <p>
          <font color="#000000">"Bluebooking" emerged some time in the 90s. I'm not exactly
sure where. Mentions of it cropped up in some of my game books about that time. If
anybody who knows more cares to post comments, I'd love to read them. I've never Bluebooked
formally, but I think I've more or less adopted the "guts" of the practice. The basic
idea is that you keep a binder or something in which you write character actions.
The GM reads what you wrote and writes in responses. You can presumably also do this
with other PCs, too. It's a pretty good way to handle "sideline" events, though I
think it would work best between sessions, since the GM probably can't stop and read
your latest entry and write another one while he's doing anything else.</font>
        </p>
        <p>
          <font color="#000000">A somewhat related method could be carried out in a character
journal. I am a huge fan of character journals (and I really, really need to update
the one in my D&amp;D game). Mostly, journals just record actions that have already
happened, but in my Now is the Winter game one player particularly used his to flesh
out relationships and add a lot of content to the game that I never put there.</font>
        </p>
        <p>
          <font color="#000000">To be honest, I was a little shocked at first. I read one of
his journal entries, which had a long conversation between him and an NPC - only that
conversation had never occurred in game. </font>
        </p>
        <p>
          <font color="#000000">Once I figured out what he was doing, though, I was all for
it. In fact, I do it a little myself.</font>
        </p>
        <p>
          <font color="#000000">Here's what he'd do:</font>
        </p>
        <ul>
          <li>
            <font color="#000000">In Game, he'd tell me he wanted to go to such-and-such a place
to talk to some NPC contact. </font>
          </li>
          <li>
            <font color="#000000">I'd say "fine. You go there. What do you want to know?" </font>
          </li>
          <li>
            <font color="#000000">He'd tell me. </font>
          </li>
          <li>
            <font color="#000000">I'd make up an answer. For instance, if he was looking for where
to find a Brujah safe house, I might say one of his Anarch contacts gave him an address
warfside. </font>
          </li>
          <li>
            <font color="#000000">In his journal, there would be a lengthy description of his
trip to the Anarch's hangout, and a detailed conversation that covered other topics
as well. For example, if the PC was shaking down an Anarch, he might mention some
(made up on the spot) dirt he had on said Anarch. </font>
          </li>
          <li>
            <font color="#000000">Rarely, he'd write something that, while he was unaware of it,
was "wrong" for some reason, and I'd tell him what he needed to change. </font>
          </li>
        </ul>
        <p>
          <font color="#000000">None of the player's new details involved OOC information unless
he'd also gained that information IC later in the game. None of the details he added
were consequential to the plot. But they turned a 30 second exchange between him and
me into a real, fleshed out scene.</font>
        </p>
        <p>
          <font color="#000000">There are some things to keep in mind with this. Obviously,
you're still asking the GM for more of his time. You're also asking him to hand over
the reigns of the game, at least a little bit. I like it. Some GMs won't. You pretty
much have to respect your GM's wishes. You should also be sure your performance In
Game is as good as your performance in your journals, or at least as good as it can
be. The other players deserve to be wowed by your awesome character portrayal. The
group's goals probably deserve as much attention as your private ones.</font>
        </p>
        <h2>
          <font color="#000000">E-Mail, Chat, and IM</font>
        </h2>
        <p>
          <font color="#000000">A step up from physical journals, which have to be passed around,
is electronic messaging. To be truthful, the journal in the example above was a Word
file we passed back and forth as an e-mail attachment. I don't usually keep hand-written
journals. Typing is so much faster, and I'm part of the Sesame Street generation,
with the attendant low attention span and desire for instant gratification.</font>
        </p>
        <p>
          <font color="#000000">In my last handful of games, quite a bit was done as e-mails
between the players and the GM or each other. This works very similarly to journals
and bluebooks, but there's some difference. Scenes are "real-time." In other words,
it's less likely that a scene you do through Instant Messaging with the GM will be
edited after the fact. You will also be generating new material, instead of just fleshing
out old stuff. Since the GM is involved, you can cover new ground.</font>
        </p>
        <p>
          <font color="#000000">There are also some new things to worry about. </font>
        </p>
        <ul>
          <li>
            <font color="#000000">Be considerate: Yeah, you knew I was going to say that. Even
more than with journals, you're taking the GM's time up, because if you're using IM
or chat, you're taking up specific blocks of time. </font>
          </li>
          <li>
            <font color="#000000">Keep track of continuity: Scenes played this way will occasionally
be set between scenes that already happened In Game. If your character didn't know
the location of the McGuffin of Power during the game, he has to wait until after
the game time that the last session covered before he can find out. If he only spent
an hour by himself, he probably doesn't have time to drive all over town and talk
to half a dozen different NPCs. </font>
          </li>
          <li>
            <font color="#000000">Don't get too far ahead: If you're doing things between sessions,
keep in mind that the rest of the group isn't going to want to skip two days of game
time because you ran off to Reno with your mistress - even if you came back with an
important clue. If you don't want to spend two days of game time playing PS2 and reading
comic books, then you'd better not spend them IM-ing the GM. In a similar vein, if
one player does this kind of thing, all the players should have equal opportunity.
This is particularly true if two PCs have conflicting goals. That brings us back to
the GM Attention ratio I mentioned earlier. If the GM has to shuffle e-mails and Instant
Messages from six players, you only get 1/6th of the total volume. </font>
          </li>
        </ul>
        <p>
          <font color="#000000">As always, the key thing to keep in mind is that you're trying
to make the game better. I started with a discussion of all the competing goals, and
that's where I'm going to end. I've provided tools to help you pursue your character's
goals, and presumably your goals. You should do that with an eye toward the goals
of the rest of the group. </font>
        </p>
        <p>
          <font color="#000000">So that's about it. I think I'm through with goals for now.
In fact, I'm not sure what next month's column will hold. I'm up for suggestions.</font>
        </p>
        <p>
          <font color="#000000">Till then, good gaming.</font>
        </p>
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      </body>
      <title>Where Do You Find the Time?</title>
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      <pubDate>Tue, 21 Jan 2003 17:13:17 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Hi everybody. Welcome back. We're still discussing character goals.
We've already talked about what they are, why you should have them, and what they
should be, but all that still leaves a question. 
&lt;br&gt;
When do you pursue them?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In a MET style LARP, it's pretty easy. Almost all your goals tend
to be personal, and you pursue them whenever you get the chance. In a PBP or PBeM,
there may be more direction, but it's still not hard to go off by yourself and do
whatever you want as long as the GM has time to deal with you. Splitting the party
may not be advisable, but it's not a serious logistical problem like it might be in
a tabletop game.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But my column is primarily aimed at tabletop gaming, and at the
tabletop (or sprawled around the living room, in my games) having one or more characters
wander off by themselves can cause some problems. Some day, if you ask nicely, I'll
tell the story of the Shadow Run session that ended up having three groups and two
GMs... The basic problem is that there is only one GM, who plays all the NPCs and
describes the entire environment. While the PCs are all in one place, this isn't much
of a problem. If the party splits up, the GM's attention is split, too. Sometimes
that's unavoidable. Sometimes the GM arranges it on purpose. But other times, it can
be a real pain - particularly if it's just one PC who is trying to use some downtime
in the main plot to go pursue one of his sub-plots. That leaves the other characters
to either just sit, or to go find things of their own to do.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Thus, either several people are bored, or the GM suddenly has
multiple games to run.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So what can you do about it?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Here are several strategies that I have employed. All of them
require the GM's cooperation, and that's an important issue. Everything I'm going
to suggest creates some degree of extra work for the GM. As a player, you need to
decide how much your character's goals are worth to you and to the rest of the group.
If you start disrupting the game or burning out the GM, then it doesn't really matter
if your character won the hand of the Princess, defeated the Dark Overlord, and recovered
the McGuffin of Ultimate Power. You are failing.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Yes, I said you are failing. If you wreck the game, then you lose
everything. I once nearly wrecked a game by focusing too much on just what I wanted.
It's an easy trap to fall into - at least for a spotlight hog like me. Now you've
been warned.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Ok, now that that bit of unpleasantness is out of the way, let's
move on. There are several ways to carve out time for your character's goals.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;In Game, With the Party&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Unless your GM blows chunks, there will be situations in the main
plot that relate to your character's goals from time to time. Keep an eye out for
them. When you find yourself in one, play in character. Don't make the decision you
think is "best." Make the decision that your character really would if he was in that
situation. If you're playing Inigo Montoya, and you spot the Six-Fingered man, you're
not likely to consider the fact that you're carrying an urgent message that absolutely,
positively has to get there overnight. There's the guy who slaughtered your father
over a sword. Go kill him. Now. And that group of twenty guards he's got with him. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Well, actually, Inigo might be smarter than that, but he'd at
least consider it.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;In Game, Alone&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Sometimes, the group splits up. I've run sessions that never had
more than two PCs in the same place at the same time. I've played in them, too. If
everybody's OK with it, that's fine. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Here are some things to keep in mind:&lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;Be considerate: Well duh. If your character goes off by himself,
the GM "owes" you as much time as he's spending with any one other player. In a group
of six players, that's 1/6th of the GM's time. The group gets an hour, you get ten
minutes. More is nice, but all you really "deserve" is 1/6th. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Keep track of your POV: Don't react to OOC information in your
IC dealings. If the group gets in trouble because you wandered off on your own, then
the survivors will be really angry with you when you get back. If you get in trouble
when you wander off on your own, don't expect them to come save you if you can't call
them. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;While you're out anyway...: While you run off to visit your old,
ailing aunt, maybe you could also check in with one of your contacts who might have
some useful information for the group. Huh? &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Be considerate: I know I already said "be considerate," but it
bears repeating. Keep this behavior in check. If you only go off on you own every
once in a while, it's no problem. If you're doing it for a long time, frequently,
you should probably look into one of the other methods I'll discuss in a minute. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Journals and Bluebooks&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;"Bluebooking" emerged some time in the 90s. I'm not exactly sure
where. Mentions of it cropped up in some of my game books about that time. If anybody
who knows more cares to post comments, I'd love to read them. I've never Bluebooked
formally, but I think I've more or less adopted the "guts" of the practice. The basic
idea is that you keep a binder or something in which you write character actions.
The GM reads what you wrote and writes in responses. You can presumably also do this
with other PCs, too. It's a pretty good way to handle "sideline" events, though I
think it would work best between sessions, since the GM probably can't stop and read
your latest entry and write another one while he's doing anything else.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A somewhat related method could be carried out in a character
journal. I am a huge fan of character journals (and I really, really need to update
the one in my D&amp;amp;D game). Mostly, journals just record actions that have already
happened, but in my Now is the Winter game one player particularly used his to flesh
out relationships and add a lot of content to the game that I never put there.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;To be honest, I was a little shocked at first. I read one of his
journal entries, which had a long conversation between him and an NPC - only that
conversation had never occurred in game. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Once I figured out what he was doing, though, I was all for it.
In fact, I do it a little myself.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Here's what he'd do:&lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;In Game, he'd tell me he wanted to go to such-and-such a place
to talk to some NPC contact. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;I'd say "fine. You go there. What do you want to know?" &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;He'd tell me. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;I'd make up an answer. For instance, if he was looking for where
to find a Brujah safe house, I might say one of his Anarch contacts gave him an address
warfside. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;In his journal, there would be a lengthy description of his trip
to the Anarch's hangout, and a detailed conversation that covered other topics as
well. For example, if the PC was shaking down an Anarch, he might mention some (made
up on the spot) dirt he had on said Anarch. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Rarely, he'd write something that, while he was unaware of it,
was "wrong" for some reason, and I'd tell him what he needed to change. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;None of the player's new details involved OOC information unless
he'd also gained that information IC later in the game. None of the details he added
were consequential to the plot. But they turned a 30 second exchange between him and
me into a real, fleshed out scene.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are some things to keep in mind with this. Obviously, you're
still asking the GM for more of his time. You're also asking him to hand over the
reigns of the game, at least a little bit. I like it. Some GMs won't. You pretty much
have to respect your GM's wishes. You should also be sure your performance In Game
is as good as your performance in your journals, or at least as good as it can be.
The other players deserve to be wowed by your awesome character portrayal. The group's
goals probably deserve as much attention as your private ones.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;E-Mail, Chat, and IM&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A step up from physical journals, which have to be passed around,
is electronic messaging. To be truthful, the journal in the example above was a Word
file we passed back and forth as an e-mail attachment. I don't usually keep hand-written
journals. Typing is so much faster, and I'm part of the Sesame Street generation,
with the attendant low attention span and desire for instant gratification.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In my last handful of games, quite a bit was done as e-mails between
the players and the GM or each other. This works very similarly to journals and bluebooks,
but there's some difference. Scenes are "real-time." In other words, it's less likely
that a scene you do through Instant Messaging with the GM will be edited after the
fact. You will also be generating new material, instead of just fleshing out old stuff.
Since the GM is involved, you can cover new ground.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are also some new things to worry about. &lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;Be considerate: Yeah, you knew I was going to say that. Even more
than with journals, you're taking the GM's time up, because if you're using IM or
chat, you're taking up specific blocks of time. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Keep track of continuity: Scenes played this way will occasionally
be set between scenes that already happened In Game. If your character didn't know
the location of the McGuffin of Power during the game, he has to wait until after
the game time that the last session covered before he can find out. If he only spent
an hour by himself, he probably doesn't have time to drive all over town and talk
to half a dozen different NPCs. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Don't get too far ahead: If you're doing things between sessions,
keep in mind that the rest of the group isn't going to want to skip two days of game
time because you ran off to Reno with your mistress - even if you came back with an
important clue. If you don't want to spend two days of game time playing PS2 and reading
comic books, then you'd better not spend them IM-ing the GM. In a similar vein, if
one player does this kind of thing, all the players should have equal opportunity.
This is particularly true if two PCs have conflicting goals. That brings us back to
the GM Attention ratio I mentioned earlier. If the GM has to shuffle e-mails and Instant
Messages from six players, you only get 1/6th of the total volume. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;As always, the key thing to keep in mind is that you're trying
to make the game better. I started with a discussion of all the competing goals, and
that's where I'm going to end. I've provided tools to help you pursue your character's
goals, and presumably your goals. You should do that with an eye toward the goals
of the rest of the group. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So that's about it. I think I'm through with goals for now. In
fact, I'm not sure what next month's column will hold. I'm up for suggestions.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Till then, good gaming.&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Welcome back. In this season of giving, I can think of no better
topic than "getting stuff." So that's our topic for this month's column. Last time
we talked about all the interconnected goals that make up a roleplaying game. This
month, we'll focus on the ones that really matter: Character Goals.</font>
        </p>
        <h2>
          <font color="#000000">Goal Setting for Fun and Profit</font>
        </h2>
        <p>
          <font color="#000000">Let's get started with the premise that people have goals. PCs
are people, ergo they have goals. First, a group of PCs usually has a goal. In a really
simple game, it's probably "finish the dungeon," or something similarly short-term
and liner. If that's the way you play, you probably don't need to set a whole lot
of goals for your character. The rewards of the game are immediate (treasure), or
intrinsic to the character (levels). </font>
        </p>
        <p>
          <font color="#000000">In a more complex game, it could be both more complicated, and
longer-term. For instance, in a very strange futuristic occult game I played, our
group goal was "defend our clan from another clan." We had lots of short-term goals
like "repel the invasion," "figure out where the ninjas hid the bomb before they blow
up our house," and "blow up the other guy's house." All of those fed into the larger
goal in one way or another. A few others didn't, early on.</font>
        </p>
        <p>
          <font color="#000000">Within the group, individuals have goals. One PC in the aforementioned
game was a kind of adopted member of the clan who wanted full membership status. Another
one wasn't really family at all, and only hung out with us because our enemy was his
enemy. My character, just to contemplate matters, was in love with a member of the
enemy clan.</font>
        </p>
        <p>
          <font color="#000000">A single individual can also have contradictory goals. Megan,
my character in that game, wanted to find her missing brother - the only member of
her original family left alive. When it turned out that he'd been involved in killing
all the others and had been working for the main bad guy all along, there was a bit
of conflict there. Megan could never bring herself to kill him. Eventually he killed
himself to spare her the choice (or else there was just some kind of kill spell on
him. I was never completely clear on what happened). Love makes people do strange
things.</font>
        </p>
        <h2>
          <font color="#000000">Choose Your Battles </font>
        </h2>
        <p>
          <font color="#000000">The trick with setting goals is to set goals you will actually
be able to pursue during the game. I'll stick with Megan as an example, so first I'll
have to give you some quick background. Megan was a member of a race of dragon shapeshifters.
Before the game began, her family was killed. She was the only survivor besides her
brother, Michael, who had run away from home years before. She lived with her aunt
and her aunt's new family (also dragon-people). Megan was a little weird because she'd
learned to take her dragon shape about five years early. In her culture, that made
her a full adult even though she was only a sophomore in high school (home-schooled
once the faculty found out she could turn into a 10' long, fire-breathing lizard).
She was also a magical prodigy, with a mastery of spells that would usually take decades.</font>
        </p>
        <p>
          <font color="#000000">She lived in a sort of over-the top, anime cyberpunk world.
Take Shadowrun and make it weirder, and you're most of the way there.</font>
        </p>
        <p>
          <font color="#000000">I could have set a lot of goals for Megan. In fact, I did, and
discarded several as the game shaped up. The ones I considered were: </font>
        </p>
        <ul>
          <li>
            <font color="#000000">"Find out who killed my family" </font>
          </li>
          <li>
            <font color="#000000">"Become a master of the mystic arts" </font>
          </li>
          <li>
            <font color="#000000">"Lead as normal a life as possible" </font>
          </li>
          <li>
            <font color="#000000">"Rebuild my father's mercenary unit" </font>
          </li>
        </ul>
        <p>
          <font color="#000000">Of those four, the first was the only one that was really practical.
The person who killed Megan's family turned out to be the main bad guy, acting through
Michael. Out of character, I pretty much knew that going in. If you hand a GM a plot
hook that big, of course he's going to use it. In character, Megan figured it out
fairly quickly, which made her even more determined to beat the bad guy. She promised
him she'd eat his heart while he was still alive - and at the end of the game she
did.</font>
        </p>
        <p>
          <font color="#000000">Mastering the arts of magic was going to take longer, even for
Megan, than the game was going to run. Besides, she was usually to busy running for
her life to study much. She regretted it, but had to mostly put aside gaining much
more magical proficency. </font>
        </p>
        <p>
          <font color="#000000">Similarly, there was not much chance of her leading a normal
life. She tried whenever she got the chance, though. She had a boyfriend (who happened
to be the son of a major enemy), went shopping, and liked motorcycles. </font>
        </p>
        <p>
          <font color="#000000">She never got the chance to rebuild her father's merc unit.
I eventually discarded that goal because it wasn't adding anything to the game. That
came down to the fact that the GM didn't think our group really needed a merc unit
mucking up his Romeo &amp; Juliet style feud story. I decided, on reflection, that
it wouldn't have really been in character for Megan anyway. Leading a merc unit wasn't
what she wanted to do. She might have tried, but wouldn't have stuck with it for long
- which is pretty much what happened in the game anyway.</font>
        </p>
        <p>
          <font color="#000000">The lesson in all this is that you need to pick goals that are
within the scope of the GM's game, or at least not too far out of it. The GM should,
of course, also be ready to work with you, but you need to keep in mind that he has
other characters to consider. He has less room for compromise than you do because
there are more demands on his attention. If the GM wants to run a modern crime game
where you take down a ring of Triad heroin dealers, then your FBI guy should probably
not decide he wants Fox Mulder's job. At the least, he could keep his UFO hunting
a little in the background.</font>
        </p>
        <h2>
          <font color="#000000">Don't Bite Off More than You can Chew</font>
        </h2>
        <p>
          <font color="#000000">A big, overarching goal like "become Emperor" might not be a
great choice for some games. If the game has nothing to do with being Emperor, and
your character is never going to so much as go to the Imperial Palace, it's going
to be good more for flavor than actual play.</font>
        </p>
        <p>
          <font color="#000000">One of Megan's goals, becoming a major sorceress, was just going
to take too long. The fact she wanted to do it meant I spent every experience point
I could spare on magical stuff, and by the end of the game she was pretty good, but
she still had a long way to go. Fortunately, it wasn't a huge goal for me (the player).</font>
        </p>
        <p>
          <font color="#000000">Goals you can achieve are fun. In one of the first Pendragon
games I played, my character, the not terribly creatively named Sir Daffyd, wanted
to win enough land for his huge family. That was, I thought, going to be pretty tough.
In fact, since the GM ran the invasion of Rome, he ended up with more than enough
land, but most of his male relatives died off in the fighting. The irony just added
to the savor.</font>
        </p>
        <h2>
          <font color="#000000">Follow the Bouncing Ball</font>
        </h2>
        <p>
          <font color="#000000">This one is the bane of players everywhere, and I feel like
a GM shill for bringing it up. Nevertheless, it is a good idea to choose goals that
fit within the GM's plot. The GM has a lot to do. He has (if he's good) invested a
lot of time in the game, and made a lot of plans for where it's going and what's going
to happen. He's made up locations, events and NPCs with whom your character will interact.</font>
        </p>
        <p>
          <font color="#000000">Unless you decide to have your character go in the opposite
direction at every opportunity. I used to play with a guy who did that, and the one
time I GMed for him, it drove me nuts. (kind of sad, really) However, if you pick
a course of action that at least makes you hang out in the general neighborhood the
GM picked out, the game will run much better for everyone.</font>
        </p>
        <p>
          <font color="#000000">If you find that your goal isn't practical, maybe your character
will change his priorities. Finding the Seven Cities of Gold is all well and good,
but if you just got information that evil Templar agents are going to summon an elder-god
in London, maybe now's not the best time to leave for the New World. (Later, after
the hellfire, damnation, and waking nightmare begins... that would be a good time
to leave.)</font>
        </p>
        <p>
          <font color="#000000">A classic example comes from my accursed Fantasy campaign. I
call it accursed because every time I try to run it, something bad happens. Neverhtheless,
I really like the world, so I keep trying. In this particular attempt, which was cut
short by two players having to quit partway in, I had one player who was playing an
exiled nobleman. His family had lost a civil war a few years back and fled to the
campaign city. His big goal was to go back home and retake his lands. That was actually
cool, but unfortunately the player didn't seem to care about anything else. I dropped
plot hooks all over the place, but if they didn't involve an invasion of this other
country, he didn't care.</font>
        </p>
        <p>
          <font color="#000000">Of course, the game got cut short after only a few sessions.
Maybe he would have perked up after a while. If so, that would have been fine. I really
had plans for his big goal, just not right at the beginning of the game.</font>
        </p>
        <h2>
          <font color="#000000">Keep Your Friends Close...</font>
        </h2>
        <p>
          <font color="#000000">Unless you're in a fairly unusual situation, there are some
other players. If they've been reading this article, they might have some goals, too.
(If not, feel free to show it to them) The game will be better if you decide how your
character reacts to those goals. Helping is good, but sometimes so is hindering. Think
about what another PC's goal means to your PC. A noble, honest Paladin might not want
his Wizard friend to obtain the Staff of Bones if his religious training tells him
that the Staff is evil and anyone who wields it is invariably corrupted. That could
lead to some interesting intra-party conflict. As long as everyone is mature about
it, that's really fun.</font>
        </p>
        <p>
          <font color="#000000">The other PCs can also help you with your goals, or might want
to get in your way. Look for opportunities to involve other PCs in your plots. Presumably,
the group hangs out together. They should take some interest in each other's lives. </font>
        </p>
        <p>
          <font color="#000000">In my Now is the Winter game (which I'm sure you're bored of
hearing about now), Catlin the Ravanos stripper had a blood disease that she wanted
cured so she could feed freely. Dr. Zhou the Tremere offered to help her. While he
was doing it, he conned her out of a couple of traits of her blood more than what
he needed for his research. He almost used that blood when the bad guys offered him
something he really wanted in return for it. If he hadn't bothered to help Catlin,
that subplot could never have happened. </font>
        </p>
        <h2>
          <font color="#000000">In Conclusion</font>
        </h2>
        <p>
          <font color="#000000">I don't really have a lot of concluding thoughts for this one.
Setting and pursuing goals for your character is a great way, possibly the best way,
to flesh him out and make him more than the sum of his stats and equipment. On the
other hand, it's also a good way to disrupt the game, so you should keep a handle
on it. </font>
        </p>
        <p>
          <font color="#000000">So, that's it for this month. Next time, we'll talk about how
to pursue these lofty goals of yours.</font>
        </p>
        <p>
          <font color="#000000">See you then.</font>
        </p>
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      </body>
      <title>101 ways to amuse a player character</title>
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      <pubDate>Tue, 17 Dec 2002 17:12:12 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back. In this season of giving, I can think of no better
topic than "getting stuff." So that's our topic for this month's column. Last time
we talked about all the interconnected goals that make up a roleplaying game. This
month, we'll focus on the ones that really matter: Character Goals.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Goal Setting for Fun and Profit&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Let's get started with the premise that people have goals. PCs
are people, ergo they have goals. First, a group of PCs usually has a goal. In a really
simple game, it's probably "finish the dungeon," or something similarly short-term
and liner. If that's the way you play, you probably don't need to set a whole lot
of goals for your character. The rewards of the game are immediate (treasure), or
intrinsic to the character (levels). &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In a more complex game, it could be both more complicated, and
longer-term. For instance, in a very strange futuristic occult game I played, our
group goal was "defend our clan from another clan." We had lots of short-term goals
like "repel the invasion," "figure out where the ninjas hid the bomb before they blow
up our house," and "blow up the other guy's house." All of those fed into the larger
goal in one way or another. A few others didn't, early on.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Within the group, individuals have goals. One PC in the aforementioned
game was a kind of adopted member of the clan who wanted full membership status. Another
one wasn't really family at all, and only hung out with us because our enemy was his
enemy. My character, just to contemplate matters, was in love with a member of the
enemy clan.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A single individual can also have contradictory goals. Megan,
my character in that game, wanted to find her missing brother - the only member of
her original family left alive. When it turned out that he'd been involved in killing
all the others and had been working for the main bad guy all along, there was a bit
of conflict there. Megan could never bring herself to kill him. Eventually he killed
himself to spare her the choice (or else there was just some kind of kill spell on
him. I was never completely clear on what happened). Love makes people do strange
things.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Choose Your Battles &lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The trick with setting goals is to set goals you will actually
be able to pursue during the game. I'll stick with Megan as an example, so first I'll
have to give you some quick background. Megan was a member of a race of dragon shapeshifters.
Before the game began, her family was killed. She was the only survivor besides her
brother, Michael, who had run away from home years before. She lived with her aunt
and her aunt's new family (also dragon-people). Megan was a little weird because she'd
learned to take her dragon shape about five years early. In her culture, that made
her a full adult even though she was only a sophomore in high school (home-schooled
once the faculty found out she could turn into a 10' long, fire-breathing lizard).
She was also a magical prodigy, with a mastery of spells that would usually take decades.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;She lived in a sort of over-the top, anime cyberpunk world. Take
Shadowrun and make it weirder, and you're most of the way there.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I could have set a lot of goals for Megan. In fact, I did, and
discarded several as the game shaped up. The ones I considered were: &lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;"Find out who killed my family" &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;"Become a master of the mystic arts" &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;"Lead as normal a life as possible" &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;"Rebuild my father's mercenary unit" &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Of those four, the first was the only one that was really practical.
The person who killed Megan's family turned out to be the main bad guy, acting through
Michael. Out of character, I pretty much knew that going in. If you hand a GM a plot
hook that big, of course he's going to use it. In character, Megan figured it out
fairly quickly, which made her even more determined to beat the bad guy. She promised
him she'd eat his heart while he was still alive - and at the end of the game she
did.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Mastering the arts of magic was going to take longer, even for
Megan, than the game was going to run. Besides, she was usually to busy running for
her life to study much. She regretted it, but had to mostly put aside gaining much
more magical proficency. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Similarly, there was not much chance of her leading a normal life.
She tried whenever she got the chance, though. She had a boyfriend (who happened to
be the son of a major enemy), went shopping, and liked motorcycles. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;She never got the chance to rebuild her father's merc unit. I
eventually discarded that goal because it wasn't adding anything to the game. That
came down to the fact that the GM didn't think our group really needed a merc unit
mucking up his Romeo &amp;amp; Juliet style feud story. I decided, on reflection, that
it wouldn't have really been in character for Megan anyway. Leading a merc unit wasn't
what she wanted to do. She might have tried, but wouldn't have stuck with it for long
- which is pretty much what happened in the game anyway.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The lesson in all this is that you need to pick goals that are
within the scope of the GM's game, or at least not too far out of it. The GM should,
of course, also be ready to work with you, but you need to keep in mind that he has
other characters to consider. He has less room for compromise than you do because
there are more demands on his attention. If the GM wants to run a modern crime game
where you take down a ring of Triad heroin dealers, then your FBI guy should probably
not decide he wants Fox Mulder's job. At the least, he could keep his UFO hunting
a little in the background.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Don't Bite Off More than You can Chew&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A big, overarching goal like "become Emperor" might not be a great
choice for some games. If the game has nothing to do with being Emperor, and your
character is never going to so much as go to the Imperial Palace, it's going to be
good more for flavor than actual play.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;One of Megan's goals, becoming a major sorceress, was just going
to take too long. The fact she wanted to do it meant I spent every experience point
I could spare on magical stuff, and by the end of the game she was pretty good, but
she still had a long way to go. Fortunately, it wasn't a huge goal for me (the player).&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Goals you can achieve are fun. In one of the first Pendragon games
I played, my character, the not terribly creatively named Sir Daffyd, wanted to win
enough land for his huge family. That was, I thought, going to be pretty tough. In
fact, since the GM ran the invasion of Rome, he ended up with more than enough land,
but most of his male relatives died off in the fighting. The irony just added to the
savor.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Follow the Bouncing Ball&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This one is the bane of players everywhere, and I feel like a
GM shill for bringing it up. Nevertheless, it is a good idea to choose goals that
fit within the GM's plot. The GM has a lot to do. He has (if he's good) invested a
lot of time in the game, and made a lot of plans for where it's going and what's going
to happen. He's made up locations, events and NPCs with whom your character will interact.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Unless you decide to have your character go in the opposite direction
at every opportunity. I used to play with a guy who did that, and the one time I GMed
for him, it drove me nuts. (kind of sad, really) However, if you pick a course of
action that at least makes you hang out in the general neighborhood the GM picked
out, the game will run much better for everyone.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If you find that your goal isn't practical, maybe your character
will change his priorities. Finding the Seven Cities of Gold is all well and good,
but if you just got information that evil Templar agents are going to summon an elder-god
in London, maybe now's not the best time to leave for the New World. (Later, after
the hellfire, damnation, and waking nightmare begins... that would be a good time
to leave.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A classic example comes from my accursed Fantasy campaign. I call
it accursed because every time I try to run it, something bad happens. Neverhtheless,
I really like the world, so I keep trying. In this particular attempt, which was cut
short by two players having to quit partway in, I had one player who was playing an
exiled nobleman. His family had lost a civil war a few years back and fled to the
campaign city. His big goal was to go back home and retake his lands. That was actually
cool, but unfortunately the player didn't seem to care about anything else. I dropped
plot hooks all over the place, but if they didn't involve an invasion of this other
country, he didn't care.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Of course, the game got cut short after only a few sessions. Maybe
he would have perked up after a while. If so, that would have been fine. I really
had plans for his big goal, just not right at the beginning of the game.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Keep Your Friends Close...&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Unless you're in a fairly unusual situation, there are some other
players. If they've been reading this article, they might have some goals, too. (If
not, feel free to show it to them) The game will be better if you decide how your
character reacts to those goals. Helping is good, but sometimes so is hindering. Think
about what another PC's goal means to your PC. A noble, honest Paladin might not want
his Wizard friend to obtain the Staff of Bones if his religious training tells him
that the Staff is evil and anyone who wields it is invariably corrupted. That could
lead to some interesting intra-party conflict. As long as everyone is mature about
it, that's really fun.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The other PCs can also help you with your goals, or might want
to get in your way. Look for opportunities to involve other PCs in your plots. Presumably,
the group hangs out together. They should take some interest in each other's lives. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In my Now is the Winter game (which I'm sure you're bored of hearing
about now), Catlin the Ravanos stripper had a blood disease that she wanted cured
so she could feed freely. Dr. Zhou the Tremere offered to help her. While he was doing
it, he conned her out of a couple of traits of her blood more than what he needed
for his research. He almost used that blood when the bad guys offered him something
he really wanted in return for it. If he hadn't bothered to help Catlin, that subplot
could never have happened. &lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;In Conclusion&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I don't really have a lot of concluding thoughts for this one.
Setting and pursuing goals for your character is a great way, possibly the best way,
to flesh him out and make him more than the sum of his stats and equipment. On the
other hand, it's also a good way to disrupt the game, so you should keep a handle
on it. &lt;/font&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;So, that's it for this month. Next time, we'll talk about how
to pursue these lofty goals of yours.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;See you then.&lt;/font&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=82ce496b-30de-4c12-ac8e-88803f416727" /&gt;</description>
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Hello again. We've spent a long time talking about all the work
you do leading up to a group, so now I figured it was about time to start talking
about some playing. Let's talk about goals. Put simply, we've talked about who you
are. Now what do you want? (oohhh. B5 Reference. I'm a geek) </font>
        </p>
        <p>
          <font color="#000000">What are the goals of an RPG? </font>
        </p>
        <p>
          <font color="#000000">The over-simple answer is "To have fun." Everybody leads off
with that one. I don't really know why, but who am I to defy tradition. Actually,
it's kind of good to mention it. I've played in games that weren't fun. A sort of
social inertia builds up, an unpleasant cycle that's not easy to break out of. Discussing
the goals further down the pyramid is a good way to make sure that the big goal at
the top is met. </font>
        </p>
        <p>
          <font color="#000000">So what are the other goals? Basically, I see three. </font>
        </p>
        <ul>
          <li>
            <font color="#000000">The GM's Goals </font>
          </li>
          <li>
            <font color="#000000">The Players' Goals </font>
          </li>
          <li>
            <font color="#000000">The Characters' Goals </font>
          </li>
        </ul>
        <h2>
          <font color="#000000">The GM's Goals </font>
        </h2>
        <p>
          <font color="#000000">The GM bought the book. He makes up the campaign. He probably
has to clean up his living room (or needs to) so everyone will have a place to sit.
Obviously, he has something invested in the game. The GM could have lots of goals,
like "kill all the PCs" or "get laid by the cute gamer chick." For our purposes, I'm
going to ignore most of those and state the GM's basic goal as "guide the PCs through
the story." Even that isn't perfect, but it's a lot more elegant than the three paragraphs
it would take me to cover all the nit-picky variables. </font>
        </p>
        <p>
          <font color="#000000">The GM has a story to tell. If he's a good GM it's either very
flexible or so compelling and well constructed that it never occurs to the players
to deviate from it. Still, there are characters the GM wants to use, events he wants
to unfold, and possibly themes he wants to explore. For example, in my Now is the
Winter Chronicle, I had a bunch of NPCs, primarily the St. Croix family, the brood
of Dr. Killian, and some Faeries who were playing out their own conflict. I knew that
what would happen eventually was that someone would open a Fairy Mound on the edge
of the city and unleash the old god who was bound up there, along with the dark entities
who had been trapped with him. </font>
        </p>
        <p>
          <font color="#000000">The GM's goals are the most pervasive in the game, since he
does more work than anyone else to shape the world. (Though that's not always true.
There are some modern games that spread the GM's role out to other players, and even
in "old school" games there are variations.) </font>
        </p>
        <h2>
          <font color="#000000">The Players' Goals </font>
        </h2>
        <p>
          <font color="#000000">The Players are the prime movers in the game. If the GM doesn't
have players, then his story is not going to happen. In my opinion, if any game was
produced as a TV series, the PCs should be the people in the opening credits sequence.
If someone else would be in the opening credits, then <i>those </i>characters should
be the PCs. </font>
        </p>
        <p>
          <font color="#000000">The Players' basic goal could be fairly well stated as "to use
their characters to overcome obstacles and defeat adversaries." Once again, you could
argue the details, but that's the basic. Players may have individual goals for their
characters, like "to get to 20th level," or "to become Primogen of Clan Brujah." Those
goals may or may not be what the Characters want for themselves. </font>
        </p>
        <h2>
          <font color="#000000">The Characters' Goals </font>
        </h2>
        <p>
          <font color="#000000">There are, of course, two broad sets of characters. There are
PCs and NPCs. Many and complex are the possible relationships between them. The characters
have goals. The "Bad Guys" probably want to destroy the world or do something similarly
antisocial. The "Good Guys" probably want to stop them. ("That's where I keep all
my stuff!") Further, there are individual goals: rivalries, aspirations, romances. </font>
        </p>
        <p>
          <font color="#000000">Baring some fairly deep bits of psychology, the Characters don't
really have any goals that the various players don't give them, but in a way they
can. Good roleplayers will often realize that the "right" thing for a character to
do isn't necessaraly the smartest thing. In fact, a well-fleshed out character can
be downright stubborn. </font>
        </p>
        <h2>
          <font color="#000000">But what does it all mean? </font>
        </h2>
        <p>
          <font color="#000000">So, we have three, or two and a half, perhaps, sets of goals.
Fortunately, they're not mutually exclusive. They do take some care, though. The GM
has the largest responsibility. He's likely to do the most work, and what he does
has more potential than just about anybody to make the game fail. The GM should really
try to make sure the story he wants to tell is one the Players want to participate
in. He needs to tailor it to the characters they want to play (though there's quite
a bit of give-and-take in that). </font>
        </p>
        <p>
          <font color="#000000">The Players also have some responsibilities. I've already talked
about picking characters who will fit into the group and into the story. My Now is
the Winter game was a mix of political maneuverings and supernatural action. No matter
how interesting he was, a character who was only interested questing for Golconda
and avoiding political entanglements would have been hard to work with. However, it
could have worked if the Player wanted his misbegotten vampire to be continually frustrated
in his goals and drawn into Vampire politics and violence. </font>
        </p>
        <p>
          <font color="#000000">Beyond just fitting in, it's good if the Players will pursue
goals that advance the game. In an old-school D&amp;D dungeon crawl, the PCs don't
really need any goals beyond "kill monsters and take their stuff." "Save innocent
peasants from evil humanoids" is a nice addition, but not strictly necessary. In more
character-driven games, it's nice if the characters have some goals of their own,
though. For example (since I love these), let's look at Now is the Winter again. </font>
        </p>
        <ul>
          <li>
            <font color="#000000">O'Neil wanted to serve the Prince. He believed that Prince Marcel
held his un-life in his hands, and he'd do just about anything the big guy said. This
made him really easy to manage from my perspective. In fact, I occasionally felt like
I was railroading his Player. He also had some secondary goals, though, and we got
a lot of drama out of the way those goals conflicted with his loyalty. </font>
          </li>
          <li>
            <font color="#000000">Zhou wanted to increase his own power. He was on the way to
developing his own Path of Thumaturgy. This was a goal that was much interrupted,
but fortunately it wasn't a major goal of the Player. </font>
          </li>
          <li>
            <font color="#000000">Catlin wanted to be safe. She was always trying to find someone
to protect her. Unfortunately, "Player Character" is rarely a safe occupation. Catlin's
player told me she enjoyed the game, so I suppose she didn't mind. </font>
          </li>
          <li>
            <font color="#000000">Jason wanted to be more powerful. I gotta say that his goal
was incredibly disruptive to the rest of the game. His Player didn't really seem to
care about my plot or about intraparty relations at all. Everybody was at his throat
after a while. Eventually, I found a way to </font>
          </li>
          <li>
            <font color="#000000">Miles wanted to win the love of Moira Pendragon, the Tremere
Regent. I was kind of disappointed with Miles' romantic subplots. I tried hard to
paint Moira as not being worthy of Miles, but his Player never got the picture. Not
even when I threw in a cute Toreador chick to woo him. Still, it was fun. Miles kept
involving himself with the Tremere even though he tended to get in trouble for it. </font>
          </li>
        </ul>
        <p>
          <font color="#000000">From the above example, you can kind of see where GM, Player,
and Character goals overlap and conflict. Jason's Player was so focused on his goals
that he drove me nuts sometimes. I finally managed to work his pursuit of political
power into my apocalyptic plot, but it took some work. Then the guy had to move to
San Antonio for a new job. I hate it when Real Life gets in the way of my gaming.
By playing Sire Miles' infatuation for Moira, Cathy ran some pretty heavy risks. Just
about everybody at one time or another did something that annoyed the other Players.
They were a really dysfunctional little group. </font>
        </p>
        <p>
          <font color="#000000">So, what <i>does </i>it all mean? </font>
        </p>
        <p>
          <font color="#000000">It means that a good game is going to involve some compromises.
Unless he's incredibly talented, the GM is not going to get to tell exactly the story
he envisioned when he was planning the game. Important NPCs will get killed before
they get around to delivering key clues. PCs will become obsessed with "vital clues"
that the GM only threw in to add a little flavor. Players will have their own preferences,
which the GM needs to take into account. </font>
        </p>
        <p>
          <font color="#000000">The Players also need to be ready to compromise, both with the
GM and with each other. While the PCs may all hate each other, the real people involved
need to be cooperating on the shared goal of "having fun." </font>
        </p>
        <p>
          <font color="#000000">It's easy to forget that the other people in the game aren't
there for your entertainment. You should be trying to have fun, but when your fun
stomps on someone else's, you should consider pulling back. If you really want to
do a lot of investigation and interaction, and the rest of the group just wants to
kill monsters, maybe you can work on a timeshare system. Maybe you can PBeM with the
GM between sessions where your character goes off and investigates things, then comes
back and tells the group where the monsters they want to kill are hiding. After a
while, the other Players might get interested in what you're doing. </font>
        </p>
        <p>
          <font color="#000000">If all you care about is fighting and the rest of the group
wants to play a soap opera, then you should probably just take the Narcolepsy disadvantage
and play Diablo between combats. Your utter lack of knowledge of what happened while
your character was unconscious will seem like good roleplaying. </font>
        </p>
        <p>
          <font color="#000000">(More seriously, there are limits to how far compromise will
go. Some people shouldn't play with some other people. That's just life.) </font>
        </p>
        <p>
          <font color="#000000">So, I've talked about what Players should do a little bit. The
GM is beyond the scope of this column. I haven't really hit on the Characters too
much. The complex relationship between Character and Player deserves its own column,
which, not coincidentally, is what we're going to discuss next. </font>
        </p>
        <p>
          <font color="#000000">Till then, have fun. </font>
        </p>
        <p>
          <font color="#000000">
          </font>
        </p>
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      </body>
      <title>What do you want?</title>
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      <pubDate>Mon, 18 Nov 2002 17:11:08 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Hello again. We've spent a long time talking about all the work
you do leading up to a group, so now I figured it was about time to start talking
about some playing. Let's talk about goals. Put simply, we've talked about who you
are. Now what do you want? (oohhh. B5 Reference. I'm a geek) &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;What are the goals of an RPG? &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The over-simple answer is "To have fun." Everybody leads off with
that one. I don't really know why, but who am I to defy tradition. Actually, it's
kind of good to mention it. I've played in games that weren't fun. A sort of social
inertia builds up, an unpleasant cycle that's not easy to break out of. Discussing
the goals further down the pyramid is a good way to make sure that the big goal at
the top is met. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So what are the other goals? Basically, I see three. &lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;The GM's Goals &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;The Players' Goals &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;The Characters' Goals &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The GM's Goals &lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The GM bought the book. He makes up the campaign. He probably
has to clean up his living room (or needs to) so everyone will have a place to sit.
Obviously, he has something invested in the game. The GM could have lots of goals,
like "kill all the PCs" or "get laid by the cute gamer chick." For our purposes, I'm
going to ignore most of those and state the GM's basic goal as "guide the PCs through
the story." Even that isn't perfect, but it's a lot more elegant than the three paragraphs
it would take me to cover all the nit-picky variables. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The GM has a story to tell. If he's a good GM it's either very
flexible or so compelling and well constructed that it never occurs to the players
to deviate from it. Still, there are characters the GM wants to use, events he wants
to unfold, and possibly themes he wants to explore. For example, in my Now is the
Winter Chronicle, I had a bunch of NPCs, primarily the St. Croix family, the brood
of Dr. Killian, and some Faeries who were playing out their own conflict. I knew that
what would happen eventually was that someone would open a Fairy Mound on the edge
of the city and unleash the old god who was bound up there, along with the dark entities
who had been trapped with him. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The GM's goals are the most pervasive in the game, since he does
more work than anyone else to shape the world. (Though that's not always true. There
are some modern games that spread the GM's role out to other players, and even in
"old school" games there are variations.) &lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Players' Goals &lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Players are the prime movers in the game. If the GM doesn't
have players, then his story is not going to happen. In my opinion, if any game was
produced as a TV series, the PCs should be the people in the opening credits sequence.
If someone else would be in the opening credits, then &lt;i&gt;those &lt;/i&gt;characters should
be the PCs. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Players' basic goal could be fairly well stated as "to use
their characters to overcome obstacles and defeat adversaries." Once again, you could
argue the details, but that's the basic. Players may have individual goals for their
characters, like "to get to 20th level," or "to become Primogen of Clan Brujah." Those
goals may or may not be what the Characters want for themselves. &lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Characters' Goals &lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are, of course, two broad sets of characters. There are
PCs and NPCs. Many and complex are the possible relationships between them. The characters
have goals. The "Bad Guys" probably want to destroy the world or do something similarly
antisocial. The "Good Guys" probably want to stop them. ("That's where I keep all
my stuff!") Further, there are individual goals: rivalries, aspirations, romances. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Baring some fairly deep bits of psychology, the Characters don't
really have any goals that the various players don't give them, but in a way they
can. Good roleplayers will often realize that the "right" thing for a character to
do isn't necessaraly the smartest thing. In fact, a well-fleshed out character can
be downright stubborn. &lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;But what does it all mean? &lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, we have three, or two and a half, perhaps, sets of goals.
Fortunately, they're not mutually exclusive. They do take some care, though. The GM
has the largest responsibility. He's likely to do the most work, and what he does
has more potential than just about anybody to make the game fail. The GM should really
try to make sure the story he wants to tell is one the Players want to participate
in. He needs to tailor it to the characters they want to play (though there's quite
a bit of give-and-take in that). &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Players also have some responsibilities. I've already talked
about picking characters who will fit into the group and into the story. My Now is
the Winter game was a mix of political maneuverings and supernatural action. No matter
how interesting he was, a character who was only interested questing for Golconda
and avoiding political entanglements would have been hard to work with. However, it
could have worked if the Player wanted his misbegotten vampire to be continually frustrated
in his goals and drawn into Vampire politics and violence. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Beyond just fitting in, it's good if the Players will pursue goals
that advance the game. In an old-school D&amp;amp;D dungeon crawl, the PCs don't really
need any goals beyond "kill monsters and take their stuff." "Save innocent peasants
from evil humanoids" is a nice addition, but not strictly necessary. In more character-driven
games, it's nice if the characters have some goals of their own, though. For example
(since I love these), let's look at Now is the Winter again. &lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;O'Neil wanted to serve the Prince. He believed that Prince Marcel
held his un-life in his hands, and he'd do just about anything the big guy said. This
made him really easy to manage from my perspective. In fact, I occasionally felt like
I was railroading his Player. He also had some secondary goals, though, and we got
a lot of drama out of the way those goals conflicted with his loyalty. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Zhou wanted to increase his own power. He was on the way to developing
his own Path of Thumaturgy. This was a goal that was much interrupted, but fortunately
it wasn't a major goal of the Player. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Catlin wanted to be safe. She was always trying to find someone
to protect her. Unfortunately, "Player Character" is rarely a safe occupation. Catlin's
player told me she enjoyed the game, so I suppose she didn't mind. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Jason wanted to be more powerful. I gotta say that his goal was
incredibly disruptive to the rest of the game. His Player didn't really seem to care
about my plot or about intraparty relations at all. Everybody was at his throat after
a while. Eventually, I found a way to &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Miles wanted to win the love of Moira Pendragon, the Tremere Regent.
I was kind of disappointed with Miles' romantic subplots. I tried hard to paint Moira
as not being worthy of Miles, but his Player never got the picture. Not even when
I threw in a cute Toreador chick to woo him. Still, it was fun. Miles kept involving
himself with the Tremere even though he tended to get in trouble for it. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;From the above example, you can kind of see where GM, Player,
and Character goals overlap and conflict. Jason's Player was so focused on his goals
that he drove me nuts sometimes. I finally managed to work his pursuit of political
power into my apocalyptic plot, but it took some work. Then the guy had to move to
San Antonio for a new job. I hate it when Real Life gets in the way of my gaming.
By playing Sire Miles' infatuation for Moira, Cathy ran some pretty heavy risks. Just
about everybody at one time or another did something that annoyed the other Players.
They were a really dysfunctional little group. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, what &lt;i&gt;does &lt;/i&gt;it all mean? &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;It means that a good game is going to involve some compromises.
Unless he's incredibly talented, the GM is not going to get to tell exactly the story
he envisioned when he was planning the game. Important NPCs will get killed before
they get around to delivering key clues. PCs will become obsessed with "vital clues"
that the GM only threw in to add a little flavor. Players will have their own preferences,
which the GM needs to take into account. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The Players also need to be ready to compromise, both with the
GM and with each other. While the PCs may all hate each other, the real people involved
need to be cooperating on the shared goal of "having fun." &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;It's easy to forget that the other people in the game aren't there
for your entertainment. You should be trying to have fun, but when your fun stomps
on someone else's, you should consider pulling back. If you really want to do a lot
of investigation and interaction, and the rest of the group just wants to kill monsters,
maybe you can work on a timeshare system. Maybe you can PBeM with the GM between sessions
where your character goes off and investigates things, then comes back and tells the
group where the monsters they want to kill are hiding. After a while, the other Players
might get interested in what you're doing. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If all you care about is fighting and the rest of the group wants
to play a soap opera, then you should probably just take the Narcolepsy disadvantage
and play Diablo between combats. Your utter lack of knowledge of what happened while
your character was unconscious will seem like good roleplaying. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;(More seriously, there are limits to how far compromise will go.
Some people shouldn't play with some other people. That's just life.) &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, I've talked about what Players should do a little bit. The
GM is beyond the scope of this column. I haven't really hit on the Characters too
much. The complex relationship between Character and Player deserves its own column,
which, not coincidentally, is what we're going to discuss next. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Till then, have fun. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Welcome back. Thanks for stopping by. Last time we discussed
how your group got together. This time we'll discuss who should be in the group. A
group of PCs is generally a task force of some kind. They're adventurers who will
be presented with a variety of challenges and obstacles. They need skills relevant
to the tasks at hand, and some means of coordinating their actions.</font>
        </p>
        <p>
          <font color="#000000">I've had to revise my thoughts on this topic quite a bit since
I realized that not everybody has me or one of my friends as a GM. The optimum spread
of character abilities that work in my games may not be very useful for yours.</font>
        </p>
        <p>
          <font color="#000000">So lets start with the basics.</font>
        </p>
        <h4>
          <font color="#000000">Play Style:</font>
        </h4>
        <p>
          <font color="#000000">The type of game you're playing will heavily influence the makeup
of your group. If you're playing in a good, old fashioned dungeon crawl then you can
focus on combat abilities, worrying only a little about non-combat skills. If you're
more interested in playing average people in extraordinary circumstances, your characters
will have a wide range of skills, many of which won't be particularly relevant to
the tasks at hand. If you're playing a "Feeble Mortals Against the Mighty Old Ones"
game like Call of Cthulhu then you'll need a range of social and investigative skills.
Combat prowess will be of limited use.</font>
        </p>
        <p>
          <font color="#000000">Personal preference is important, too. The group I'm in now
likes tight, well-rendered stories -- similar to what you might see in an hour-long
TV drama. There are subplots and side trips, but mostly everything relates to the
main plot. That may change as the game grows, of course. I've played in a couple of
groups where we spent as much time on the characters' personal lives as we did pursuing
"adventure goals." I've also seen groups where combat is the main focus. Social interaction
was limited, and frequently abbreviated so we could get on to the next fight scene.
In a game like that, a bookish, social character is probably not going to have much
to do.</font>
        </p>
        <p>
          <font color="#000000">Most of my experience has been in games with a mix of challenges
where a wide range of skills was required. Even if combat was the primary focus, other
activities took up a good share of time, and characters that were only useful in combat
could sometimes be left out. Since I only have my experience to draw upon, and since
I figure that kind of group is the best example for the purposes of this article,
I'm going to talk about building groups with a range of skills, rather than just fighters
or just occult dabbling antiques dealers. This is probably the most common situation,
and it's easy to adapt to styles of play with different expectations.</font>
        </p>
        <p>
          <font color="#000000">So, let's move on.</font>
        </p>
        <h4>
          <font color="#000000">Group Construction:</font>
        </h4>
        <p>
          <font color="#000000">I have never encountered a group of players who sat down with
the GM, having no personal expectations, and asked, "So, what kind of game is it?"
then negotiated with each other to make sure they had all the needed roles filled.
I'd like to try it some time, but I doubt I ever will. When a potential GM pitches
a game for me, the first thing that usually pops into my head is a character concept.</font>
        </p>
        <p>
          <font color="#000000">Most group construction takes place after some or all of the
players have chosen concepts. Usually the more flexible players, or the ones who just
showed up late, modify their concepts to fill needed roles. That generally works out
just fine, since there really aren't that many roles to fill. Unless your GM is just
an obstructionist, he's probably not going to make your ex-Marine, former cop, school
Librarian, and town dog catcher go on a geological survey mission to Madagascar. (Well,
he might, but he's probably going to take into account the fact that none of the characters
know anything about geology -- work with me here.)</font>
        </p>
        <p>
          <font color="#000000">Advanced Dungeons and Dragons 2<sup>nd</sup> ed. divided up
the roles very neatly: Warrior, Rogue, Magic User, and Cleric. Warriors were primarily
combatants. Rogues primarily snuck around. Magic Users primarily threw spells. Clerics
also primarily threw spells, but they were <i>different</i> spells. Honest.</font>
        </p>
        <p>
          <font color="#000000">Seriously, that wasn't a bad spread. Warriors were useful for
defeating adversaries. Rouges were able to circumvent physical barriers. Magic Users
wielded a lot of different abilities, potentially able to substitute for just about
any other party member. Clerics were good for support roles, mostly healing injured
companions. Some of the secondary classes provided redundancy, which I'll talk about
presently.</font>
        </p>
        <p>
          <font color="#000000">You don't have to have a class system to have specialists. Most
game systems reward specialization to one degree or another, since a character who's
specialized in one area has better skills than one who spreads his points evenly.
Even games where all the characters are similar, for instance Ars Magica, Amber, or
just about any superhero game offer opportunities for specialization.</font>
        </p>
        <p>
          <font color="#000000">So, why bother to specialize? Some games make you specialize
(Dungeons and Dragons, Cyberpunk 2020). Some games just reward specialization (in
Fading Suns a starting character can pretty much be good at one thing). Other games
leave the field open, but it's a good idea to specialize anyway. A group of specialists
is more capable than a group of generalists at a similar level of experience. Look
at <i>The Princess Bride</i>. Wesley is superhuman. If he was a PC, then his player
was probably the GM's Significant Other or drug supplier. The other main characters,
though, were not unusual in and of themselves. Visini was small and stunted, so he
developed his intellect. Fezik was incredibly strong, but not really smart enough
to manage on his own. Inigo was totally dedicated to swordplay, and pretty helpless
in any other arena. If he'd been a better investigator, he might have found Count
Rougan. All three of them together are roughly as "powerful" as Wesley, who would
have had a vastly higher experience level or character point total.</font>
        </p>
        <h4>
          <font color="#000000">Group Composition:</font>
        </h4>
        <p>
          <font color="#000000">So we've established that specialists are useful. Now, what
kind of specialists do we need? Ultimately, that depends on your game. CoC Investigators
need significantly different abilities than D&amp;D treasure hunters. These are some
general roles, along with some explanation of what each role is good for.</font>
        </p>
        <p>
          <font color="#000000">
            <b>Warriors:</b> Role-playing games are mostly about combat.
Even games where combat isn't the focus frequently include episodes of violence. Warriors
are focused on various means of harming others. For my purposes, a swordsman, a Shao
Lin monk, and a pyrokenetic teenager are all Warriors. The Warrior's job is to eliminate
threats and protect his companions. In a combat heavy game, you probably want most
of your characters to be primarily Warriors, but several might have secondary specialties.
In a game focusing on social interaction or investigation, you might turn it around
so that most of your characters have other primary specialties, but some or all also
have some skills in combat.</font>
        </p>
        <p>
          <font color="#000000">
            <b>Scouts:</b> Scouts are adept at moving around without attracting
notice. Where the Warriors blow thorough obstacles, the Scouts generally work around
them. Used carefully, a Scout is more effective than a Warrior in some situations.
Stealth and guile can get you past difficulties that brute force can't defeat. Scouts
almost always have a secondary specialty, since it doesn't do much good to get past
all the obstacles if you can't do anything useful when you get there. A Scout who
is also a Warrior can be particularly nasty. Most people call them Ninjas...</font>
        </p>
        <p>
          <font color="#000000">
            <b>Investigator:</b> Knowing where to go is as important as
being able to get there, and knowing who to hit is sometimes more important than knowing
how to hit them. Investigators can be magicians with scrying spells, astrally projecting
psychics, or good old-fashioned gumshoes. Investigators almost always have secondary
specialties, frequently social skills. Lots of gamers overlook the value of investigation.
Careful gathering of information can help you avoid a lot of trouble later on, though.</font>
        </p>
        <p>
          <font color="#000000">
            <b>Talkers:</b> I couldn't really think of a better name for
Talkers. The AD&amp;D Bard is the classic Talker. A Cyberpunk Fixer is a good example,
too. Talkers are good at dealing with people. Their role overlaps with the role of
Investigator quiet a bit since one of the most common uses for their skills is to
convince people to tell them things. Talkers usually split their skills between social
and investigative skills since they overlap so much to begin with. Talkers who are
better at giving orders are frequently also Warriors. The ones who specialize in convincing
people of things that might not strictly be true find the skills of a Scout to be
handy for those times that they can't fool all the people.</font>
        </p>
        <p>
          <font color="#000000">
            <b>Healer:</b> Healers are adept at patching up their comrades,
most often the Warriors. In games with Healing Magic, Healing is likely to be a primary
specialty. Let's face it; the Fighters could really kill all the zombies. They keep
the Clerics around for "Cure Light Wounds." In other games, Healing is more likely
to be a backup specialty.</font>
        </p>
        <p>
          <font color="#000000">
            <b>Expert:</b> This is kind of a catchall category. An Expert
has a particular skill that's useful in the right circumstances. A Healer is a certain
type of expert. Others are Pilots, Weaponsmiths, and Scientists. Esoteric Experts
are probably the most dispensable specialty most of the time, but when you need one
you really, really need one. In my games, Expert tends to be a backup specialty, or
something NPCs do. Ghost (way back from the Character Creation examples) was a Warrior
first, and a Weaponsmith a very distant second. Curiously, the way the game turned
out his skills in the smithy turned out to be more crucial to the overall plot.</font>
        </p>
        <p>
          <font color="#000000">
            <b>Jack-of-All-Trades:</b> After all this talk about specialists,
I'm going to extol the virtues of a generalist. If you have the room in your group
to work one in, a Jack-of-All-Trades can really come in handy. He won't be as effective
at anything as his companions, but he'll be useful just about everywhere. Since most
characters can't be in two places at once, it can be really useful to have two people
with similar skills. That said, it's probably best if a Jack of All Trades is at least
a little better than average at one. A Warrior with a wide range of low-level skills
is a good choice. In a D&amp;D game, the Magic User is sort of a Jack-of-All-Trades.
The right choice of spells can do just about anything any other character can do.
If you're coming up on a big fight, load up on Fireballs. If you're trying to sneak
across the country, Invisibility and some illusions will come in handy. If you need
to make some friends, Charm Person is a good choice.</font>
        </p>
        <h4>
          <font color="#000000">Redundancy:</font>
        </h4>
        <p>
          <font color="#000000">The above descriptions hinted at this. You want to be sure your
party isn't over-specialized. If you only have one Scout, you'll blunder into a lot
of trouble he gets taken out. If you only have one Medic, everybody had better be
very, very careful if anything happens to him. Besides, an over-specialized character
is likely to be boring to play whenever the game doesn't revolve around his specialty.</font>
        </p>
        <p>
          <font color="#000000">Ideally, every character in your group can pitch in to help
with one other character's job, and be at least a little competent at a third. Perhaps
sadly, one of those three jobs should probably be Warrior. I've played characters
that were totally helpless in combat. It can be fun once in a while, but it's not
tactically the best choice. It can also irritate the GM, since he'll probably have
to modify scenarios somewhat to take care of you. If you're going to play a character
that can't fight at all, you should take care to make sure he's pretty good at something
else.</font>
        </p>
        <p>
          <font color="#000000">Your exact choice of specialties will be dependant on the type
of game you're playing, and the backgrounds of the characters. Here's the spread on
my current Shadowrun game. I'm running Shadowrun to fill in for a while. Our Tribe
8 GM had to quit, and the next GM is too busy to start his game, so I decided to run
a somewhat episodic game with a few subplots to keep things connected. I'm a big fan
of <i>Cowboy Bebop</i> (an Anime about interstellar bounty hunters, for those who
might not know) so I decided to capture a little of that flavor in my game. The Runners
aren't bounty hunters, but they're more or less "good guys" operating on the edges
of the underworld. Everybody's got at least a little combat skill, since I don't consider
an episode complete without a massive fight that lowers property values in a six-block
radius. (Well, maybe not every episode...)</font>
        </p>
        <p>
          <font color="#000000">The players didn't set out to coordinate their characters, but
they checked in with each other to make sure they had the major bases covered. Here's
what they came up with:</font>
        </p>
        <ul>
          <li>
            <i>
              <font color="#000000">Alex Black (Bodyguard): Alex has enough cyberware that he's
as tough as a Troll. He's also a crack shot with a pistol. His primary specialty is
Warrior. He can also handle the role of a Talker in the right situations. He's charismatic
and good looking, and used to work amongst the rich and famous. </font>
            </i>
          </li>
          <li>
            <i>
              <font color="#000000">Father Angus (Bull Shaman): Father Angus is moderately better
at Conjuring than Sorcery, and has ready access to Spirits. In my terms he's an Expert
in magic and kind of a Jack-of-All-Trades. He's most useful as a Healer, and pretty
handy as support in a lot of applications. He's not a great Scout on his own, but
his spirits can help the group's other Scout. He's OK in a fight, but mostly good
at summoning a spirit to harass the enemy so his friends have an advantage, etc... </font>
            </i>
          </li>
          <li>
            <i>
              <font color="#000000">Cammy (Con Artist/Burglar): Chameleon, Cammy for short, is
adept at stealth, breaking and entering, and confidence games. She's a good Scout,
and a decent Investigator or Talker when the situation calls for it. </font>
            </i>
          </li>
          <li>
            <i>
              <font color="#000000">Ena (Elf Mage): Ena is the group's other Magical Expert.
Like Angus, she's kind of a Jack-of-All-Trades. She's most useful as a Scout, with
Clairvoyance and a Mask spell to let her see things the group's enemies don't really
intend. She's got a pretty good Power Bolt for when things get hairy. She's not as
adept a Conjurer as Angus is, and Elementals aren't as readily available, but they're
more useful when she summons one. </font>
            </i>
          </li>
          <li>
            <i>
              <font color="#000000">Ziff (Ork Combat Decker): Ziff is big and strong, with some
cyberware to help him survive a fight. He's also a pretty good computer hacker. I'm
going to tag him as an Expert in running the Matrix. Within the Matrix, he's mostly
useful as an Investigator. He's also not a bad Warrior. </font>
            </i>
          </li>
        </ul>
        <p>
          <font color="#000000">This group is a nice spread. I don't think they would have done
a lot better if they'd tried to coordinate from the beginning. So far, the only real
weakness they have is a lack of Investigative talent, which they don't need a lot
of. Most of their runs don't require more than basic fact-finding. If the game runs
long enough for much development, they'll probably decide they need some more investigative
skills in the meat world. Ziff will probably decide to leave his Combat abilities
alone and get more adept at Matrix running. Another solution is for every character
to develop a wider range of contacts the group can tap for information.</font>
        </p>
        <p>
          <font color="#000000">And that's about it for this time. Next up: Combat Roles. See
you then. </font>
        </p>
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      </body>
      <title>Group Dynamics Part 2: People who need people...</title>
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      <pubDate>Tue, 22 Oct 2002 16:09:23 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back. Thanks for stopping by. Last time we discussed how
your group got together. This time we'll discuss who should be in the group. A group
of PCs is generally a task force of some kind. They're adventurers who will be presented
with a variety of challenges and obstacles. They need skills relevant to the tasks
at hand, and some means of coordinating their actions.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I've had to revise my thoughts on this topic quite a bit since
I realized that not everybody has me or one of my friends as a GM. The optimum spread
of character abilities that work in my games may not be very useful for yours.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So lets start with the basics.&lt;/font&gt;
&lt;/p&gt;
&lt;h4&gt;&lt;font color=#000000&gt;Play Style:&lt;/font&gt;
&lt;/h4&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The type of game you're playing will heavily influence the makeup
of your group. If you're playing in a good, old fashioned dungeon crawl then you can
focus on combat abilities, worrying only a little about non-combat skills. If you're
more interested in playing average people in extraordinary circumstances, your characters
will have a wide range of skills, many of which won't be particularly relevant to
the tasks at hand. If you're playing a "Feeble Mortals Against the Mighty Old Ones"
game like Call of Cthulhu then you'll need a range of social and investigative skills.
Combat prowess will be of limited use.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Personal preference is important, too. The group I'm in now likes
tight, well-rendered stories -- similar to what you might see in an hour-long TV drama.
There are subplots and side trips, but mostly everything relates to the main plot.
That may change as the game grows, of course. I've played in a couple of groups where
we spent as much time on the characters' personal lives as we did pursuing "adventure
goals." I've also seen groups where combat is the main focus. Social interaction was
limited, and frequently abbreviated so we could get on to the next fight scene. In
a game like that, a bookish, social character is probably not going to have much to
do.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Most of my experience has been in games with a mix of challenges
where a wide range of skills was required. Even if combat was the primary focus, other
activities took up a good share of time, and characters that were only useful in combat
could sometimes be left out. Since I only have my experience to draw upon, and since
I figure that kind of group is the best example for the purposes of this article,
I'm going to talk about building groups with a range of skills, rather than just fighters
or just occult dabbling antiques dealers. This is probably the most common situation,
and it's easy to adapt to styles of play with different expectations.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, let's move on.&lt;/font&gt;
&lt;/p&gt;
&lt;h4&gt;&lt;font color=#000000&gt;Group Construction:&lt;/font&gt;
&lt;/h4&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I have never encountered a group of players who sat down with
the GM, having no personal expectations, and asked, "So, what kind of game is it?"
then negotiated with each other to make sure they had all the needed roles filled.
I'd like to try it some time, but I doubt I ever will. When a potential GM pitches
a game for me, the first thing that usually pops into my head is a character concept.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Most group construction takes place after some or all of the players
have chosen concepts. Usually the more flexible players, or the ones who just showed
up late, modify their concepts to fill needed roles. That generally works out just
fine, since there really aren't that many roles to fill. Unless your GM is just an
obstructionist, he's probably not going to make your ex-Marine, former cop, school
Librarian, and town dog catcher go on a geological survey mission to Madagascar. (Well,
he might, but he's probably going to take into account the fact that none of the characters
know anything about geology -- work with me here.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Advanced Dungeons and Dragons 2&lt;sup&gt;nd&lt;/sup&gt; ed. divided up the
roles very neatly: Warrior, Rogue, Magic User, and Cleric. Warriors were primarily
combatants. Rogues primarily snuck around. Magic Users primarily threw spells. Clerics
also primarily threw spells, but they were &lt;i&gt;different&lt;/i&gt; spells. Honest.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Seriously, that wasn't a bad spread. Warriors were useful for
defeating adversaries. Rouges were able to circumvent physical barriers. Magic Users
wielded a lot of different abilities, potentially able to substitute for just about
any other party member. Clerics were good for support roles, mostly healing injured
companions. Some of the secondary classes provided redundancy, which I'll talk about
presently.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;You don't have to have a class system to have specialists. Most
game systems reward specialization to one degree or another, since a character who's
specialized in one area has better skills than one who spreads his points evenly.
Even games where all the characters are similar, for instance Ars Magica, Amber, or
just about any superhero game offer opportunities for specialization.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, why bother to specialize? Some games make you specialize (Dungeons
and Dragons, Cyberpunk 2020). Some games just reward specialization (in Fading Suns
a starting character can pretty much be good at one thing). Other games leave the
field open, but it's a good idea to specialize anyway. A group of specialists is more
capable than a group of generalists at a similar level of experience. Look at &lt;i&gt;The
Princess Bride&lt;/i&gt;. Wesley is superhuman. If he was a PC, then his player was probably
the GM's Significant Other or drug supplier. The other main characters, though, were
not unusual in and of themselves. Visini was small and stunted, so he developed his
intellect. Fezik was incredibly strong, but not really smart enough to manage on his
own. Inigo was totally dedicated to swordplay, and pretty helpless in any other arena.
If he'd been a better investigator, he might have found Count Rougan. All three of
them together are roughly as "powerful" as Wesley, who would have had a vastly higher
experience level or character point total.&lt;/font&gt;
&lt;/p&gt;
&lt;h4&gt;&lt;font color=#000000&gt;Group Composition:&lt;/font&gt;
&lt;/h4&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So we've established that specialists are useful. Now, what kind
of specialists do we need? Ultimately, that depends on your game. CoC Investigators
need significantly different abilities than D&amp;amp;D treasure hunters. These are some
general roles, along with some explanation of what each role is good for.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;b&gt;Warriors:&lt;/b&gt; Role-playing games are mostly about combat. Even
games where combat isn't the focus frequently include episodes of violence. Warriors
are focused on various means of harming others. For my purposes, a swordsman, a Shao
Lin monk, and a pyrokenetic teenager are all Warriors. The Warrior's job is to eliminate
threats and protect his companions. In a combat heavy game, you probably want most
of your characters to be primarily Warriors, but several might have secondary specialties.
In a game focusing on social interaction or investigation, you might turn it around
so that most of your characters have other primary specialties, but some or all also
have some skills in combat.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;b&gt;Scouts:&lt;/b&gt; Scouts are adept at moving around without attracting
notice. Where the Warriors blow thorough obstacles, the Scouts generally work around
them. Used carefully, a Scout is more effective than a Warrior in some situations.
Stealth and guile can get you past difficulties that brute force can't defeat. Scouts
almost always have a secondary specialty, since it doesn't do much good to get past
all the obstacles if you can't do anything useful when you get there. A Scout who
is also a Warrior can be particularly nasty. Most people call them Ninjas...&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;b&gt;Investigator:&lt;/b&gt; Knowing where to go is as important as being
able to get there, and knowing who to hit is sometimes more important than knowing
how to hit them. Investigators can be magicians with scrying spells, astrally projecting
psychics, or good old-fashioned gumshoes. Investigators almost always have secondary
specialties, frequently social skills. Lots of gamers overlook the value of investigation.
Careful gathering of information can help you avoid a lot of trouble later on, though.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;b&gt;Talkers:&lt;/b&gt; I couldn't really think of a better name for Talkers.
The AD&amp;amp;D Bard is the classic Talker. A Cyberpunk Fixer is a good example, too.
Talkers are good at dealing with people. Their role overlaps with the role of Investigator
quiet a bit since one of the most common uses for their skills is to convince people
to tell them things. Talkers usually split their skills between social and investigative
skills since they overlap so much to begin with. Talkers who are better at giving
orders are frequently also Warriors. The ones who specialize in convincing people
of things that might not strictly be true find the skills of a Scout to be handy for
those times that they can't fool all the people.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;b&gt;Healer:&lt;/b&gt; Healers are adept at patching up their comrades,
most often the Warriors. In games with Healing Magic, Healing is likely to be a primary
specialty. Let's face it; the Fighters could really kill all the zombies. They keep
the Clerics around for "Cure Light Wounds." In other games, Healing is more likely
to be a backup specialty.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;b&gt;Expert:&lt;/b&gt; This is kind of a catchall category. An Expert
has a particular skill that's useful in the right circumstances. A Healer is a certain
type of expert. Others are Pilots, Weaponsmiths, and Scientists. Esoteric Experts
are probably the most dispensable specialty most of the time, but when you need one
you really, really need one. In my games, Expert tends to be a backup specialty, or
something NPCs do. Ghost (way back from the Character Creation examples) was a Warrior
first, and a Weaponsmith a very distant second. Curiously, the way the game turned
out his skills in the smithy turned out to be more crucial to the overall plot.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;b&gt;Jack-of-All-Trades:&lt;/b&gt; After all this talk about specialists,
I'm going to extol the virtues of a generalist. If you have the room in your group
to work one in, a Jack-of-All-Trades can really come in handy. He won't be as effective
at anything as his companions, but he'll be useful just about everywhere. Since most
characters can't be in two places at once, it can be really useful to have two people
with similar skills. That said, it's probably best if a Jack of All Trades is at least
a little better than average at one. A Warrior with a wide range of low-level skills
is a good choice. In a D&amp;amp;D game, the Magic User is sort of a Jack-of-All-Trades.
The right choice of spells can do just about anything any other character can do.
If you're coming up on a big fight, load up on Fireballs. If you're trying to sneak
across the country, Invisibility and some illusions will come in handy. If you need
to make some friends, Charm Person is a good choice.&lt;/font&gt;
&lt;/p&gt;
&lt;h4&gt;&lt;font color=#000000&gt;Redundancy:&lt;/font&gt;
&lt;/h4&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The above descriptions hinted at this. You want to be sure your
party isn't over-specialized. If you only have one Scout, you'll blunder into a lot
of trouble he gets taken out. If you only have one Medic, everybody had better be
very, very careful if anything happens to him. Besides, an over-specialized character
is likely to be boring to play whenever the game doesn't revolve around his specialty.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Ideally, every character in your group can pitch in to help with
one other character's job, and be at least a little competent at a third. Perhaps
sadly, one of those three jobs should probably be Warrior. I've played characters
that were totally helpless in combat. It can be fun once in a while, but it's not
tactically the best choice. It can also irritate the GM, since he'll probably have
to modify scenarios somewhat to take care of you. If you're going to play a character
that can't fight at all, you should take care to make sure he's pretty good at something
else.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Your exact choice of specialties will be dependant on the type
of game you're playing, and the backgrounds of the characters. Here's the spread on
my current Shadowrun game. I'm running Shadowrun to fill in for a while. Our Tribe
8 GM had to quit, and the next GM is too busy to start his game, so I decided to run
a somewhat episodic game with a few subplots to keep things connected. I'm a big fan
of &lt;i&gt;Cowboy Bebop&lt;/i&gt; (an Anime about interstellar bounty hunters, for those who
might not know) so I decided to capture a little of that flavor in my game. The Runners
aren't bounty hunters, but they're more or less "good guys" operating on the edges
of the underworld. Everybody's got at least a little combat skill, since I don't consider
an episode complete without a massive fight that lowers property values in a six-block
radius. (Well, maybe not every episode...)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The players didn't set out to coordinate their characters, but
they checked in with each other to make sure they had the major bases covered. Here's
what they came up with:&lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;i&gt;&lt;font color=#000000&gt;Alex Black (Bodyguard): Alex has enough cyberware that he's
as tough as a Troll. He's also a crack shot with a pistol. His primary specialty is
Warrior. He can also handle the role of a Talker in the right situations. He's charismatic
and good looking, and used to work amongst the rich and famous. &lt;/font&gt;&lt;/i&gt; 
&lt;li&gt;
&lt;i&gt;&lt;font color=#000000&gt;Father Angus (Bull Shaman): Father Angus is moderately better
at Conjuring than Sorcery, and has ready access to Spirits. In my terms he's an Expert
in magic and kind of a Jack-of-All-Trades. He's most useful as a Healer, and pretty
handy as support in a lot of applications. He's not a great Scout on his own, but
his spirits can help the group's other Scout. He's OK in a fight, but mostly good
at summoning a spirit to harass the enemy so his friends have an advantage, etc... &lt;/font&gt;&lt;/i&gt; 
&lt;li&gt;
&lt;i&gt;&lt;font color=#000000&gt;Cammy (Con Artist/Burglar): Chameleon, Cammy for short, is
adept at stealth, breaking and entering, and confidence games. She's a good Scout,
and a decent Investigator or Talker when the situation calls for it. &lt;/font&gt;&lt;/i&gt; 
&lt;li&gt;
&lt;i&gt;&lt;font color=#000000&gt;Ena (Elf Mage): Ena is the group's other Magical Expert. Like
Angus, she's kind of a Jack-of-All-Trades. She's most useful as a Scout, with Clairvoyance
and a Mask spell to let her see things the group's enemies don't really intend. She's
got a pretty good Power Bolt for when things get hairy. She's not as adept a Conjurer
as Angus is, and Elementals aren't as readily available, but they're more useful when
she summons one. &lt;/font&gt;&lt;/i&gt; 
&lt;li&gt;
&lt;i&gt;&lt;font color=#000000&gt;Ziff (Ork Combat Decker): Ziff is big and strong, with some
cyberware to help him survive a fight. He's also a pretty good computer hacker. I'm
going to tag him as an Expert in running the Matrix. Within the Matrix, he's mostly
useful as an Investigator. He's also not a bad Warrior. &lt;/font&gt;&lt;/i&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This group is a nice spread. I don't think they would have done
a lot better if they'd tried to coordinate from the beginning. So far, the only real
weakness they have is a lack of Investigative talent, which they don't need a lot
of. Most of their runs don't require more than basic fact-finding. If the game runs
long enough for much development, they'll probably decide they need some more investigative
skills in the meat world. Ziff will probably decide to leave his Combat abilities
alone and get more adept at Matrix running. Another solution is for every character
to develop a wider range of contacts the group can tap for information.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;And that's about it for this time. Next up: Combat Roles. See
you then. &lt;/font&gt;
&lt;/p&gt;
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        <p>
          <font color="#000000">Welcome back. Thanks for stopping by. This marks the beginning
of my second year of columns. The fact that you're still here either means I'm not
as bad at this as I think, or you're all literary masochists. </font>
        </p>
        <p>
          <font color="#000000">Last year we talked about character creation. Of course, there's
more to a game than a single character. Besides all those guys the GM plays, you probably
have to deal with two or more other players and their characters. I touched on this
way back in the first column, and for the next few columns I'm going to expand on
that idea. </font>
        </p>
        <p>
          <font color="#000000">All the Player Characters will form some kind of group. Whether
it's an effective group or not depends on how the characters interact. A good group
needs a range of skills and abilities appropriate to the group's goals. For instance,
a team made up of a portrait artist, a street mime, and a hurdy-gurdy man with a monkey
would probably not make the most effective hostile insertion team. On the other hand
a ninja, a navy SEAL, and a MI6 agent might not do all that well collecting change
on the boardwalk, at least not without bloodshed. </font>
        </p>
        <p>
          <font color="#000000">A team also needs some measure of cohesion. They need to have
some means of making group decisions, either through a command structure or some type
of democracy. If they can't act in concert they're not really a team, just some people
(probably highly armed) hanging out in the same place. </font>
        </p>
        <p>
          <font color="#000000">The players as a group need to build characters who will fit
into a team (Unless they're playing a highly competitive game like Amber, perhaps).
The beginning of team building is figuring out what the team does and how it formed.
The GM may have something to say about this. He might tell you "You will be a team
of Rebel Agents with the mission of delivering the Death Star plans to Princess Leia."
That's pretty specific, while still allowing for a range of character types. The GM's
concept could be even more restrictive, like "You're the only surviving members of
a Ninja clan that was just wiped out by the evil Shogun." Often, though the GM just
tells you to make up whatever characters you want. That has been my general experience,
both as a player and as a GM. </font>
        </p>
        <p>
          <font color="#000000">The "open call" sort of games, if done well, provide the players
with the most freedom and produce some of the most fun groups. If done poorly, however,
they lead to the variations of the old cliche of "you're all at the tavern when an
old wizard comes in and says he's looking for adventurers..." With a little more thought,
you can do a lot better. Just because the GM didn't say your characters had to start
the game already knowing each other is no reason why they shouldn't. </font>
        </p>
        <p>
          <font color="#000000">So then, who are your characters and how do they know each other? </font>
        </p>
        <p>
          <font color="#000000">Let's start at the beginning. Usually the GM will have some
concept of a game. It's a good idea to find out as much as possible about what's going
on before you make up characters. Find out if there's anything the GM really likes
or hates. It's a good idea to avoid things you know the GM's not going to like. Find
out where the story will begin. With that as your starting point, figure out who you
want to play and how they got there. Start with generalities and hammer out the specifics
later. </font>
        </p>
        <p>
          <font color="#000000">Once everybody has a character and a general idea of how that
character wound up at the game's starting locale, you can start looking for connections.
Every character does not need to know every other character, and nobody necessarily
has to be best friends. What you want, if you can get it, is a lose web. Character
A knows B and C; C knows D, and D knows E (who is secretly A's half-brother). When
the game starts off, those characters would tend to gravitate toward one-another just
because everybody else is a totally unknown variable. You can start building a real
team as you go along. </font>
        </p>
        <p>
          <font color="#000000">Example: </font>
        </p>
        <blockquote>
          <p>
            <i>
              <font color="#000000">I never tried to build a really cohesive group until my Vampire
Chronicle titled "Now is the Winter." I gave the players some direction by giving
them several concepts from which to choose. The one they liked best was "Servants
of the Prince," but nobody wanted to be an actual "servant of the Prince." </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">I love being the GM. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">So anyway, what I finally wound up with was: </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Bradley O'Neil - Losombra Antitribu and former Arcanum member.
Bradley was pretty easy. When the player initially gave me the concept I told him
the only way such a poor fool would have survived was with the protection of the Prince. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">He was an occultist embraced by a Sabbat Losombra. She was
so cruel that he eventually attacked her and, by a stroke of luck, managed to diablorize
her. Having been a member of the Arcanum, he knew enough about vampire politics to
know that was bad. He fled to the one city where he knew any other vampires, and begged
for the protection of the Prince (who kind of owed him a favor). </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Jason Sinclair - Brujah political manipulator. Jason was
the Childe of the Brujah Primogen. The Primogen was fairly weak owing to the fact
that the Prince recently killed half his clan in a fit of anger. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Jason didn't present too much of a problem, either. He Bradely
O'Neil was one of the Prince's flunkies, so they would have run into each other from
time to time. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Dr. Zhou - Tremere Feng Shui expert. An old, Chinese doctor
embraced by the Tremere for his occult knowledge. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Once again, it was no great stretch to say he would have
known Bradley. The players even went above and beyond the call of duty and made up
some personal connections. The Tremere Chantry was in the local university, and Bradley
taught a night class. Better yet, my city's Chinatown was within Brujah controlled
territory, so Dr. Zhou and Jason had crossed paths on ocassion. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Catlin (who's last name I can't remember) - Ravanos Stripper.
(Why Amanda wanted to play a Ravanos Stripper I truly don't know). She was a former
blood doll/prostitute. The Ravanos who eventually Sired her used to rent her out to
other vampires as food. One of her customers was careless and gave her AIDS. Rather
than see her die, her Sire embraced her. Later he regretted wasting perfectly good
favors on a "chew toy" and abandoned her. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Catlin's story gave her some great hooks which I'll get into
a little later. In the short run, we just needed a reason she'd hang out with all
these other vampires. Since Bradley was an agent of the Prince, the players involved
decided he got the job of teaching her the ropes after her Sire kicked her out. That
put her next to one of my two prime movers, which was good enough for me. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Sir Miles - Gargoyle. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Sir Miles' player wanted him to be an ancient warrior who
had been serving the Tremere for centuries. Since I didn't want a 1000 year old warrior
of death in my game, I insisted that a huge portion of that time be spent in Torpor.
Since I already had a Tremere, a Gargoyle was easy enough to fit in. If nobody had
been playing a Tremere, I would have insisted that Miles' player come up with a connection
to somebody else. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">All in all, they were pretty cohesive, even though there
was still a lot of room for conflict. In fact, it wasn't long before a couple of them
were plotting to kill each other, but that's a story for another day. </font>
            </i>
          </p>
        </blockquote>
        <p>
          <font color="#000000">Once you have a loose structure, it's time to start putting
the pieces together. If the GM has guidelines follow them. For instance, in the Dungeons
and Dragons game I'm playing now, the DM wanted to throw us together in the first
adventure. Our pre-game planning was limited to figuring out how we might interact
once we actually met. Since one PC was a Northman (and really big and strong) it wouldn't
have been a good idea to have another PC who hated the Northmen with unquenchable
passion. An initial prejudice would have been fine. In fact, we got a little bit of
that kind of thing. But, the players needed to know what to expect going in to avoid
hard feelings and player to player misunderstandings. </font>
        </p>
        <p>
          <font color="#000000">If the GM doesn't have any preferences, then you can do whatever
you want. Try to figure out what's logical based on everybody's characters. In games
like Pendragon, your characters might have well all grown up together. It's a good
idea to work out these social dynamics early on. I've come up with really cool ideas
for my character after hearing another PC introduce an element from his. I personally
like to create the closest relationships possible (within reason), but some people
like to start off as relative strangers. </font>
        </p>
        <p>
          <font color="#000000">Whatever you do, however you do it, you'll eventually end up
with a bunch of characters who you know will soon be thrown together. Your next step
is to figure out, at least in general, how they're going to interact. This is when
you start really comparing histories and doing a bit of character editing. </font>
        </p>
        <p>
          <font color="#000000">Example: </font>
        </p>
        <blockquote>
          <p>
            <i>
              <font color="#000000">Going back to the PCs in Now is the Winter, we had five vaguely
connected characters. As the PCs played around with their backgrounds, some interesting
hooks emerged. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Jason wanted the Brujah to run the city. It had been held
by the Ventrue since it was more than a crossroads with two buildings, but everybody
needs a dream. In the short term, he just wanted the Brujah to be less weak than they
were. Still, his political ambitions were quickly going to bring him into conflict
with two other PCs. Anything he did to or around the Prince was going to involve Bradley,
since the Prince used Bradley as an agent in any matter he didn't want to risk one
of his own clan over. Also, since Chinatown was in the middle of Brujah territory,
Jason and Zhou were eventually going to be fighting over a piece of territory. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Dr. Zhou didn't intentionally cross any of the PCs, but the
easiest way to work Miles into the rest of the group was to have the Regent put Miles
under Dr. Zhou's direction. Zhou was also the Regent's Childe, so she tended to send
him on her errands, particularly since she didn't like her Second. That made it easy
to tie Zhou to the Prince. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Miles didn't have too many connections. His only real link
was to Dr. Zhou. That was OK, since as GM I was able to quickly insert some others.
I made sure Miles owed Jason a small Presitation debt in the first session. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Catlin was already connected to Bradely. She looked at him
kind of like her Sire early on, and later fell in love with him (more or less, these
are vampires we're talking about). She also came up with another cool connection due
to one of her Flaws. Catlin was a Plague Carrier. Since she's had AIDS when she was
Embraced, there was no easy way to get rid of it, but the Tremere with their blood
magic, might know a way. If any Tremere would know, it would be a freaky blood alchemist
with all kinds of esoteric medical knowledge. Luckily enough, there was one of those
in the city, Dr. Zhou. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">Bradely didn't really need any more connections. Almost every
PC had some link to him already. </font>
            </i>
          </p>
          <p>
            <i>
              <font color="#000000">These hooks didn't turn them into a perfect team by any means,
but they did establish some initial relationships. Bradely was the natural leader,
with Jason always trying to wrest control away from him. Zhou could be counted on
to be loyal, but only for as long as the Regent wanted him to. Right there I had a
cool dynamic with all three subtly playing against each other. Miles wasn't interested
in being in charge, but his ties to Zhou and Jason, along with his natural tendency
to want to follow someone, put him in an interesting position during all the power
struggles. </font>
            </i>
          </p>
        </blockquote>
        <p>
          <font color="#000000">And there you have it. A group built this way has some possibilities
that a group just thrown together at random doesn't really have. Before I started
doing things like this, most of my PCs would interact with NPCs but had relatively
little to do with each other. There weren't many in-character conversations between
players, particularly in the early stages of the game. That left a lot of burden on
the GM if players wanted to play through anything beyond the basics of the "adventure." </font>
        </p>
        <p>
          <font color="#000000">In <i>Now is the Winter</i> my players spent almost as much
time interacting with each other (arguing, back-stabbing, sharing blood...) as they
did talking to NPCs. That turned out to be a good thing, since it gave me time to
figure out what was supposed to happen next while they were arguing about it. </font>
        </p>
        <p>
          <font color="#000000">The next column in this series will cover roles within the group.
It doesn't matter how well integrated your characters are. If they don't have the
skills they need to get the job done, they're going to be in trouble. So be sure to
tune in for The Butcher, the Baker, the Candlestick Maker. </font>
        </p>
        <p>
          <font color="#000000">See ya' then. </font>
        </p>
        <p>
          <font color="#000000">
          </font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=e62c5875-43ec-4f6d-ada6-e87739c409cb" />
      </body>
      <title>Group Dynamics: Part 1 -- So You All Meet In A Bar</title>
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      <pubDate>Tue, 17 Sep 2002 16:07:51 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Welcome back. Thanks for stopping by. This marks the beginning
of my second year of columns. The fact that you're still here either means I'm not
as bad at this as I think, or you're all literary masochists. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Last year we talked about character creation. Of course, there's
more to a game than a single character. Besides all those guys the GM plays, you probably
have to deal with two or more other players and their characters. I touched on this
way back in the first column, and for the next few columns I'm going to expand on
that idea. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;All the Player Characters will form some kind of group. Whether
it's an effective group or not depends on how the characters interact. A good group
needs a range of skills and abilities appropriate to the group's goals. For instance,
a team made up of a portrait artist, a street mime, and a hurdy-gurdy man with a monkey
would probably not make the most effective hostile insertion team. On the other hand
a ninja, a navy SEAL, and a MI6 agent might not do all that well collecting change
on the boardwalk, at least not without bloodshed. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A team also needs some measure of cohesion. They need to have
some means of making group decisions, either through a command structure or some type
of democracy. If they can't act in concert they're not really a team, just some people
(probably highly armed) hanging out in the same place. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The players as a group need to build characters who will fit into
a team (Unless they're playing a highly competitive game like Amber, perhaps). The
beginning of team building is figuring out what the team does and how it formed. The
GM may have something to say about this. He might tell you "You will be a team of
Rebel Agents with the mission of delivering the Death Star plans to Princess Leia."
That's pretty specific, while still allowing for a range of character types. The GM's
concept could be even more restrictive, like "You're the only surviving members of
a Ninja clan that was just wiped out by the evil Shogun." Often, though the GM just
tells you to make up whatever characters you want. That has been my general experience,
both as a player and as a GM. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The "open call" sort of games, if done well, provide the players
with the most freedom and produce some of the most fun groups. If done poorly, however,
they lead to the variations of the old cliche of "you're all at the tavern when an
old wizard comes in and says he's looking for adventurers..." With a little more thought,
you can do a lot better. Just because the GM didn't say your characters had to start
the game already knowing each other is no reason why they shouldn't. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So then, who are your characters and how do they know each other? &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Let's start at the beginning. Usually the GM will have some concept
of a game. It's a good idea to find out as much as possible about what's going on
before you make up characters. Find out if there's anything the GM really likes or
hates. It's a good idea to avoid things you know the GM's not going to like. Find
out where the story will begin. With that as your starting point, figure out who you
want to play and how they got there. Start with generalities and hammer out the specifics
later. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Once everybody has a character and a general idea of how that
character wound up at the game's starting locale, you can start looking for connections.
Every character does not need to know every other character, and nobody necessarily
has to be best friends. What you want, if you can get it, is a lose web. Character
A knows B and C; C knows D, and D knows E (who is secretly A's half-brother). When
the game starts off, those characters would tend to gravitate toward one-another just
because everybody else is a totally unknown variable. You can start building a real
team as you go along. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Example: &lt;/font&gt;
&lt;/p&gt;
&lt;blockquote&gt; 
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;I never tried to build a really cohesive group until my Vampire
Chronicle titled "Now is the Winter." I gave the players some direction by giving
them several concepts from which to choose. The one they liked best was "Servants
of the Prince," but nobody wanted to be an actual "servant of the Prince." &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;I love being the GM. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;So anyway, what I finally wound up with was: &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Bradley O'Neil - Losombra Antitribu and former Arcanum member.
Bradley was pretty easy. When the player initially gave me the concept I told him
the only way such a poor fool would have survived was with the protection of the Prince. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;He was an occultist embraced by a Sabbat Losombra. She was
so cruel that he eventually attacked her and, by a stroke of luck, managed to diablorize
her. Having been a member of the Arcanum, he knew enough about vampire politics to
know that was bad. He fled to the one city where he knew any other vampires, and begged
for the protection of the Prince (who kind of owed him a favor). &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Jason Sinclair - Brujah political manipulator. Jason was the
Childe of the Brujah Primogen. The Primogen was fairly weak owing to the fact that
the Prince recently killed half his clan in a fit of anger. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Jason didn't present too much of a problem, either. He Bradely
O'Neil was one of the Prince's flunkies, so they would have run into each other from
time to time. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Dr. Zhou - Tremere Feng Shui expert. An old, Chinese doctor
embraced by the Tremere for his occult knowledge. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Once again, it was no great stretch to say he would have known
Bradley. The players even went above and beyond the call of duty and made up some
personal connections. The Tremere Chantry was in the local university, and Bradley
taught a night class. Better yet, my city's Chinatown was within Brujah controlled
territory, so Dr. Zhou and Jason had crossed paths on ocassion. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Catlin (who's last name I can't remember) - Ravanos Stripper.
(Why Amanda wanted to play a Ravanos Stripper I truly don't know). She was a former
blood doll/prostitute. The Ravanos who eventually Sired her used to rent her out to
other vampires as food. One of her customers was careless and gave her AIDS. Rather
than see her die, her Sire embraced her. Later he regretted wasting perfectly good
favors on a "chew toy" and abandoned her. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Catlin's story gave her some great hooks which I'll get into
a little later. In the short run, we just needed a reason she'd hang out with all
these other vampires. Since Bradley was an agent of the Prince, the players involved
decided he got the job of teaching her the ropes after her Sire kicked her out. That
put her next to one of my two prime movers, which was good enough for me. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Sir Miles - Gargoyle. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Sir Miles' player wanted him to be an ancient warrior who had
been serving the Tremere for centuries. Since I didn't want a 1000 year old warrior
of death in my game, I insisted that a huge portion of that time be spent in Torpor.
Since I already had a Tremere, a Gargoyle was easy enough to fit in. If nobody had
been playing a Tremere, I would have insisted that Miles' player come up with a connection
to somebody else. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;All in all, they were pretty cohesive, even though there was
still a lot of room for conflict. In fact, it wasn't long before a couple of them
were plotting to kill each other, but that's a story for another day. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;/blockquote&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Once you have a loose structure, it's time to start putting the
pieces together. If the GM has guidelines follow them. For instance, in the Dungeons
and Dragons game I'm playing now, the DM wanted to throw us together in the first
adventure. Our pre-game planning was limited to figuring out how we might interact
once we actually met. Since one PC was a Northman (and really big and strong) it wouldn't
have been a good idea to have another PC who hated the Northmen with unquenchable
passion. An initial prejudice would have been fine. In fact, we got a little bit of
that kind of thing. But, the players needed to know what to expect going in to avoid
hard feelings and player to player misunderstandings. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If the GM doesn't have any preferences, then you can do whatever
you want. Try to figure out what's logical based on everybody's characters. In games
like Pendragon, your characters might have well all grown up together. It's a good
idea to work out these social dynamics early on. I've come up with really cool ideas
for my character after hearing another PC introduce an element from his. I personally
like to create the closest relationships possible (within reason), but some people
like to start off as relative strangers. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Whatever you do, however you do it, you'll eventually end up with
a bunch of characters who you know will soon be thrown together. Your next step is
to figure out, at least in general, how they're going to interact. This is when you
start really comparing histories and doing a bit of character editing. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Example: &lt;/font&gt;
&lt;/p&gt;
&lt;blockquote&gt; 
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Going back to the PCs in Now is the Winter, we had five vaguely
connected characters. As the PCs played around with their backgrounds, some interesting
hooks emerged. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Jason wanted the Brujah to run the city. It had been held by
the Ventrue since it was more than a crossroads with two buildings, but everybody
needs a dream. In the short term, he just wanted the Brujah to be less weak than they
were. Still, his political ambitions were quickly going to bring him into conflict
with two other PCs. Anything he did to or around the Prince was going to involve Bradley,
since the Prince used Bradley as an agent in any matter he didn't want to risk one
of his own clan over. Also, since Chinatown was in the middle of Brujah territory,
Jason and Zhou were eventually going to be fighting over a piece of territory. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Dr. Zhou didn't intentionally cross any of the PCs, but the
easiest way to work Miles into the rest of the group was to have the Regent put Miles
under Dr. Zhou's direction. Zhou was also the Regent's Childe, so she tended to send
him on her errands, particularly since she didn't like her Second. That made it easy
to tie Zhou to the Prince. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Miles didn't have too many connections. His only real link
was to Dr. Zhou. That was OK, since as GM I was able to quickly insert some others.
I made sure Miles owed Jason a small Presitation debt in the first session. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Catlin was already connected to Bradely. She looked at him
kind of like her Sire early on, and later fell in love with him (more or less, these
are vampires we're talking about). She also came up with another cool connection due
to one of her Flaws. Catlin was a Plague Carrier. Since she's had AIDS when she was
Embraced, there was no easy way to get rid of it, but the Tremere with their blood
magic, might know a way. If any Tremere would know, it would be a freaky blood alchemist
with all kinds of esoteric medical knowledge. Luckily enough, there was one of those
in the city, Dr. Zhou. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;Bradely didn't really need any more connections. Almost every
PC had some link to him already. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;i&gt;&lt;font color=#000000&gt;These hooks didn't turn them into a perfect team by any means,
but they did establish some initial relationships. Bradely was the natural leader,
with Jason always trying to wrest control away from him. Zhou could be counted on
to be loyal, but only for as long as the Regent wanted him to. Right there I had a
cool dynamic with all three subtly playing against each other. Miles wasn't interested
in being in charge, but his ties to Zhou and Jason, along with his natural tendency
to want to follow someone, put him in an interesting position during all the power
struggles. &lt;/font&gt;&lt;/i&gt;
&lt;/p&gt;
&lt;/blockquote&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;And there you have it. A group built this way has some possibilities
that a group just thrown together at random doesn't really have. Before I started
doing things like this, most of my PCs would interact with NPCs but had relatively
little to do with each other. There weren't many in-character conversations between
players, particularly in the early stages of the game. That left a lot of burden on
the GM if players wanted to play through anything beyond the basics of the "adventure." &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In &lt;i&gt;Now is the Winter&lt;/i&gt; my players spent almost as much time
interacting with each other (arguing, back-stabbing, sharing blood...) as they did
talking to NPCs. That turned out to be a good thing, since it gave me time to figure
out what was supposed to happen next while they were arguing about it. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The next column in this series will cover roles within the group.
It doesn't matter how well integrated your characters are. If they don't have the
skills they need to get the job done, they're going to be in trouble. So be sure to
tune in for The Butcher, the Baker, the Candlestick Maker. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;See ya' then. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <p>
          <font color="#000000">Hi folks. Welcome back. This is the first totally original column
I've written for RPG.net. I'm extending my series on character creation one, and just
possibly for two more columns.</font>
        </p>
        <p>
          <font color="#000000">Today's topic is adapted characters. Almost everybody gets the
idea at some point "wouldn't it be cool to play Wolverine?" or Connor McLeod, or Luke
Skywalker, or James Bond, or some other literary character. In superhero gaming it's
almost expected some times. In other genres, the possibility hovers like the vision
of the Holy Grail, beautiful but unattainable (unless you're Galahad, and then you'll
die when you get it).</font>
        </p>
        <p>
          <font color="#000000">So, for purposes of discussion, let's assume you want to play
some literary figure in an upcoming game. My first piece of advice would be "don't."
Outside of some fairly specific circumstances, it hardly ever works.</font>
        </p>
        <p>
          <font color="#000000">There are some pretty formidable obstacles. First of all, in
most RPGs, characters start at a fairly low level of ability. The heroes of novel,
comic, and screen, on the other and, start off at or near the apex of their development.
One only has to look at Raiders of the Lost Ark, and then watch some Young Indiana
Jones to see what I mean. (A fact that will become useful later) Most of the time,
starting characters simply don't have the capabilities necessary to totally match
their literary counterparts. They often can't be as good, or skilled in as many areas.
If all your hopes are set on your grizzled bounty hunter being as cool as Boba Fett,
you're doomed to disappointment.</font>
        </p>
        <p>
          <font color="#000000">Second, in many cases the worlds are different. Characters are
partially a product of their environments. The Highlander needs the game. Otherwise
he's just a psychotic antiques dealer. Taken out of context, a lot of characters just
don't completely work. I could make a short, Canadian assassin with metal laced bones
and hand blades in almost any cyberpunk game, but without all that backstory, he wouldn't
really be Wolverine. This is less of an obstacle than the first, but you've still
got to consider it. A related problem is that, while the background might support
someone very much like the character you have in mind, the game doesn't really translate
him very well. Going back to my pseudo-Wolverine, I can come very close to simulating
all his abilities, but I can't get it exactly without a "Mutant" healing factor. My
simulation can have all the concrete abilities (to some degree), but so can anybody
else.</font>
        </p>
        <p>
          <font color="#000000">Third, most of us aren't really very good actors. (Not you,
you're great, I'm sure. But I have to write this for all those other people) A great
deal of what makes a character "cool" is the way he's portrayed, even more than anything
he does. Look at Boba Fett. In the original movies he gets about four scenes, and
in his one fight he gets knocked off the skiff and swallowed by the Sarlacc. He never
does anything really amazing, yet he has tremendous mystique. Unless you can pull
off that same quiet menace, your armor-clad, weapon-festooned bounty hunter just isn't
going to be as cool as Boba Fett no matter how good a shot he is. Even if you can
portray a character you created very well, it can be hard to imitate someone else's
character. So much of the performance is personal that your portrayal is likely to
be different, and possibly disappointing.</font>
        </p>
        <p>
          <font color="#000000">So, if you shouldn't simulate characters then what's the point
of this column?</font>
        </p>
        <p>
          <font color="#000000">Good question.</font>
        </p>
        <p>
          <font color="#000000">I use quite a bit of literary inspiration when I make characters.
There are several things you can do that lead to some really interesting characters.</font>
        </p>
        <h2>
          <font color="#000000">The Early Adventures of...</font>
        </h2>
        <p>
          <font color="#000000">Remember young Indy? While you probably can't make the fully
mature version of a literary character fit into the stats available to a starting
PC, you probably can make a younger, less experienced version.</font>
        </p>
        <p>
          <font color="#000000">I still don't really recommend this, since it doesn't address
the fact that your character doesn't fit into the game world - he belongs in some
other world. It would probably work, though. If there's some background element you
want to have, just work your way back along the character's life until you get there
and see if the less experienced version fits. In some ways, this might be interesting
since it lets you play "what if?" Maybe your version will handle a problem better
than the original did and go on to an entirely different fate.</font>
        </p>
        <p>
          <font color="#000000">I've never done this, but I did once kind of do it the other
way around. There was a Vampire Chronicle I played some years ago, troupe style, with
vampires who were borderline Elders. I had reason to believe that my current PC was
not long for this world, and that it would be a good idea to have one who was a little
better at fighting than my Toreador musician.</font>
        </p>
        <p>
          <font color="#000000">I had recently seen Lonesome Dove, and read the book. It occurred
to me that Agustus McCrea would make a really cool Gangrel. Of course, with an elder's
worth of points, I didn't have to make too many adaptations.</font>
        </p>
        <h2>
          <font color="#000000">Inspired By...</font>
        </h2>
        <p>
          <font color="#000000">I do this a lot. So do a lot of other people. If you can figure
out what it is you like about a literary character, sometimes you can distill out
those elements and work them into a new character. I do this in supers games sometimes
just for the challenge of figuring out how to make an interesting character's powers
work in Champions (or Silver Age Sentinels, these days).</font>
        </p>
        <p>
          <font color="#000000">More often, I'll just take one or two elements that I thought
were cool and try to work them into a fairly original character. I loved Mick Jagger's
bounty hunter character in Freejack, and somehow he turned into a Lone Star Combat
Mage in the Shadow Run game I was playing. All I really kept was the cool coat and
the attitude. Eventually, I ditched the coat, too.</font>
        </p>
        <h2>
          <font color="#000000">Another Place, Another Time...</font>
        </h2>
        <p>
          <font color="#000000">This option is really cool, and actually feigns creativity if
you don't tell anybody what you've done.</font>
        </p>
        <p>
          <font color="#000000">Take a character that really inspires you, then translate him
to a totally different environment. Change the details so that they fit the new setting.
Depending on how much the backgrounds differ, you might have to change things quite
a bit. Find the key points of the character's background, personality, and cababilities,
and figure out what those elements do.</font>
        </p>
        <p>
          <font color="#000000">Wolverine is a good example. His background is somewhat mysterious
(unless you've read Origin, which I haven't). He's a mutant who was forcibly recruited
into a secret super-soldier program. We don't know why, how, or by whom. Later on,
he was heavily involved in the Yakuza, and is sort of a Ronin. He's got powers that
make him a devastating tracker and fighter, almost impossible to kill in human scale
combat. He's cynical, violent, and loyal.</font>
        </p>
        <p>
          <font color="#000000">So, since I've always liked Wolverine, I want to translate him
to some new environment. Cyberpunk is too easy, as I already said. Fantasy is tempting,
but I can't think of a system to which he would adapt well for purposes of this example.
I love Eden Studios' Witchcraft game, so let's do that one.</font>
        </p>
        <p>
          <font color="#000000">Witchcraft has the Combine and various other nasty groups, any
of whom would be likely to try to build a cadre of sociopathic, superpowered ninja
death warriors. One of them will easily stand in for Weapon: X.</font>
        </p>
        <p>
          <font color="#000000">Capabilities are a little harder. Right off the bat, I think
Wolverine would do well as a Feral, or with the Disciplines of the Flesh (psychological
trauma based shapeshifting, for those not in the know). Either one will give him the
raw combat ability. Neither are quite the same as low-end cybernetics and a mutant
healing factor, but they have similar effects. Divine Inspiration and Tao Chi won't
really work because they require too much willing participation. I'm more familiar
with the Disciplines (since my copy of the Abomination Codex never materialized after
I ordered it). They also lend themselves more to the kind of torturous process that
Weapon: X seemed to be. I can see Combine agents kidnapping likely kids from the streets
and subjecting them to horrors just to see if they develop superpowers quite easily.</font>
        </p>
        <p>
          <font color="#000000">My Witchcraft-Wolverine isn't likely to be as skilled as the
real thing unless we're playing characters built on a lot more points than usual.
Wolverine has 50 years or so of experience that I just can't simulate, particularly
after I blow all my points on cool magic powers. I could do the longevity thing, (and
might buy the increased lifespan just for the heck of it) but I would probably start
my Wolvie off fairly soon after his transformation. As a nod to the Samurai part of
the original's background, I'd probably make my character have an interest in the
martial arts. Maybe he doesn't like the terrible rage inside him, and wants some way
to control it. I might say he'd had some kind of ties with the Storm Dragons in the
past.</font>
        </p>
        <p>
          <font color="#000000">That covers the basics. We've got a rough background, a pretty
good idea of where to put the numbers, and, what the personality would be like.</font>
        </p>
        <p>
          <font color="#000000">Let's give him a name. Billy Logan. Normally, I wouldn't use
a name remotely related to the character I was stealing for one of these things. Doing
that kind of rubs everybody's nose in my lack of creativity and runs the risk of turning
an otherwise serious character into a joke. But hey, this is just an article, not
a real character. (That might be next month, if I'm lucky)</font>
        </p>
        <p>
          <font color="#000000">Billy Logan was a kid in trouble. Home was no shelter, so he
ended up on the streets, in gangs, and eventually in a Combine laboratory. Somehow,
he escaped, or maybe they let him go. His memories of the past are hazy. He knew he
had power, and a very strong urge to hurt people who seemed to deserve being hurt.</font>
        </p>
        <p>
          <font color="#000000">Since then, he's wandered the country, mostly in the area around
wherever the game takes place. Mostly he's been a fighter, and sometimes the line
between fighter and assassin has been very thin. Deep down, he wants something better.
He wants to find peace. He also wants to find a home.</font>
        </p>
        <p>
          <font color="#000000">I'd give him high physical stats, and in deference to his background,
I'd make sure he could have claws. He wouldn't have a lot of high skills, other than
hand to hand fighting ability - which would be as high as I could possibly make it.
I'd also want to be sure to assign a Flaw of an personal nemesis, another survivor
of the Combine project who's bigger and stronger, but maybe not quite as skilled.
I absolutely wouldn't call Billy's nemesis "Victor Creed." (But I wouldn't resist
the urge to use the first and last names of two different members of Creed for his
name)</font>
        </p>
        <p>
          <font color="#000000">In one way, Billy sort of breaks the rules. Normal Disciples
of the Flesh have to dredge up memories of past trauma to activate their shapeshifting
powers. Since Billy doesn't really have any clear memories, I'd want to get permission
from the GM to say that Billy's memories are disconnected flashbacks that he doesn't
really understand. If I was the GM, I'd let me do it.</font>
        </p>
        <p>
          <font color="#000000">The end result doesn't look a whole lot like Wolverine, but
you can see the resemblances if you know where to look.</font>
        </p>
        <p>
          <font color="#000000">Next month is in a bit of a flux. I hope to do the last piece
of this series "The Sordid Truth," which will be a more or less step-by-step rendition
of me really making a character, along with observations from the other people in
the group. That's totally dependent on me getting into a game before the next deadline. </font>
        </p>
        <p>
          <font color="#000000">Failing that, we'll be starting a short series on group dynamics.</font>
        </p>
        <p>
          <font color="#000000">See ya' then.</font>
        </p>
        <p>
          <font color="#000000">
          </font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=a7961592-bbb9-456f-b828-78691e0a4db9" />
      </body>
      <title>Character Creation Part 5: Even Better than the Real Thing</title>
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      <pubDate>Wed, 14 Aug 2002 16:06:48 GMT</pubDate>
      <description>&lt;p&gt;
&lt;font color=#000000&gt;Hi folks. Welcome back. This is the first totally original column
I've written for RPG.net. I'm extending my series on character creation one, and just
possibly for two more columns.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Today's topic is adapted characters. Almost everybody gets the
idea at some point "wouldn't it be cool to play Wolverine?" or Connor McLeod, or Luke
Skywalker, or James Bond, or some other literary character. In superhero gaming it's
almost expected some times. In other genres, the possibility hovers like the vision
of the Holy Grail, beautiful but unattainable (unless you're Galahad, and then you'll
die when you get it).&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, for purposes of discussion, let's assume you want to play
some literary figure in an upcoming game. My first piece of advice would be "don't."
Outside of some fairly specific circumstances, it hardly ever works.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are some pretty formidable obstacles. First of all, in most
RPGs, characters start at a fairly low level of ability. The heroes of novel, comic,
and screen, on the other and, start off at or near the apex of their development.
One only has to look at Raiders of the Lost Ark, and then watch some Young Indiana
Jones to see what I mean. (A fact that will become useful later) Most of the time,
starting characters simply don't have the capabilities necessary to totally match
their literary counterparts. They often can't be as good, or skilled in as many areas.
If all your hopes are set on your grizzled bounty hunter being as cool as Boba Fett,
you're doomed to disappointment.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Second, in many cases the worlds are different. Characters are
partially a product of their environments. The Highlander needs the game. Otherwise
he's just a psychotic antiques dealer. Taken out of context, a lot of characters just
don't completely work. I could make a short, Canadian assassin with metal laced bones
and hand blades in almost any cyberpunk game, but without all that backstory, he wouldn't
really be Wolverine. This is less of an obstacle than the first, but you've still
got to consider it. A related problem is that, while the background might support
someone very much like the character you have in mind, the game doesn't really translate
him very well. Going back to my pseudo-Wolverine, I can come very close to simulating
all his abilities, but I can't get it exactly without a "Mutant" healing factor. My
simulation can have all the concrete abilities (to some degree), but so can anybody
else.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Third, most of us aren't really very good actors. (Not you, you're
great, I'm sure. But I have to write this for all those other people) A great deal
of what makes a character "cool" is the way he's portrayed, even more than anything
he does. Look at Boba Fett. In the original movies he gets about four scenes, and
in his one fight he gets knocked off the skiff and swallowed by the Sarlacc. He never
does anything really amazing, yet he has tremendous mystique. Unless you can pull
off that same quiet menace, your armor-clad, weapon-festooned bounty hunter just isn't
going to be as cool as Boba Fett no matter how good a shot he is. Even if you can
portray a character you created very well, it can be hard to imitate someone else's
character. So much of the performance is personal that your portrayal is likely to
be different, and possibly disappointing.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, if you shouldn't simulate characters then what's the point
of this column?&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Good question.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I use quite a bit of literary inspiration when I make characters.
There are several things you can do that lead to some really interesting characters.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Early Adventures of...&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Remember young Indy? While you probably can't make the fully mature
version of a literary character fit into the stats available to a starting PC, you
probably can make a younger, less experienced version.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I still don't really recommend this, since it doesn't address
the fact that your character doesn't fit into the game world - he belongs in some
other world. It would probably work, though. If there's some background element you
want to have, just work your way back along the character's life until you get there
and see if the less experienced version fits. In some ways, this might be interesting
since it lets you play "what if?" Maybe your version will handle a problem better
than the original did and go on to an entirely different fate.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I've never done this, but I did once kind of do it the other way
around. There was a Vampire Chronicle I played some years ago, troupe style, with
vampires who were borderline Elders. I had reason to believe that my current PC was
not long for this world, and that it would be a good idea to have one who was a little
better at fighting than my Toreador musician.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I had recently seen Lonesome Dove, and read the book. It occurred
to me that Agustus McCrea would make a really cool Gangrel. Of course, with an elder's
worth of points, I didn't have to make too many adaptations.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Inspired By...&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I do this a lot. So do a lot of other people. If you can figure
out what it is you like about a literary character, sometimes you can distill out
those elements and work them into a new character. I do this in supers games sometimes
just for the challenge of figuring out how to make an interesting character's powers
work in Champions (or Silver Age Sentinels, these days).&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;More often, I'll just take one or two elements that I thought
were cool and try to work them into a fairly original character. I loved Mick Jagger's
bounty hunter character in Freejack, and somehow he turned into a Lone Star Combat
Mage in the Shadow Run game I was playing. All I really kept was the cool coat and
the attitude. Eventually, I ditched the coat, too.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Another Place, Another Time...&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This option is really cool, and actually feigns creativity if
you don't tell anybody what you've done.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Take a character that really inspires you, then translate him
to a totally different environment. Change the details so that they fit the new setting.
Depending on how much the backgrounds differ, you might have to change things quite
a bit. Find the key points of the character's background, personality, and cababilities,
and figure out what those elements do.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Wolverine is a good example. His background is somewhat mysterious
(unless you've read Origin, which I haven't). He's a mutant who was forcibly recruited
into a secret super-soldier program. We don't know why, how, or by whom. Later on,
he was heavily involved in the Yakuza, and is sort of a Ronin. He's got powers that
make him a devastating tracker and fighter, almost impossible to kill in human scale
combat. He's cynical, violent, and loyal.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So, since I've always liked Wolverine, I want to translate him
to some new environment. Cyberpunk is too easy, as I already said. Fantasy is tempting,
but I can't think of a system to which he would adapt well for purposes of this example.
I love Eden Studios' Witchcraft game, so let's do that one.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Witchcraft has the Combine and various other nasty groups, any
of whom would be likely to try to build a cadre of sociopathic, superpowered ninja
death warriors. One of them will easily stand in for Weapon: X.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Capabilities are a little harder. Right off the bat, I think Wolverine
would do well as a Feral, or with the Disciplines of the Flesh (psychological trauma
based shapeshifting, for those not in the know). Either one will give him the raw
combat ability. Neither are quite the same as low-end cybernetics and a mutant healing
factor, but they have similar effects. Divine Inspiration and Tao Chi won't really
work because they require too much willing participation. I'm more familiar with the
Disciplines (since my copy of the Abomination Codex never materialized after I ordered
it). They also lend themselves more to the kind of torturous process that Weapon:
X seemed to be. I can see Combine agents kidnapping likely kids from the streets and
subjecting them to horrors just to see if they develop superpowers quite easily.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;My Witchcraft-Wolverine isn't likely to be as skilled as the real
thing unless we're playing characters built on a lot more points than usual. Wolverine
has 50 years or so of experience that I just can't simulate, particularly after I
blow all my points on cool magic powers. I could do the longevity thing, (and might
buy the increased lifespan just for the heck of it) but I would probably start my
Wolvie off fairly soon after his transformation. As a nod to the Samurai part of the
original's background, I'd probably make my character have an interest in the martial
arts. Maybe he doesn't like the terrible rage inside him, and wants some way to control
it. I might say he'd had some kind of ties with the Storm Dragons in the past.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;That covers the basics. We've got a rough background, a pretty
good idea of where to put the numbers, and, what the personality would be like.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Let's give him a name. Billy Logan. Normally, I wouldn't use a
name remotely related to the character I was stealing for one of these things. Doing
that kind of rubs everybody's nose in my lack of creativity and runs the risk of turning
an otherwise serious character into a joke. But hey, this is just an article, not
a real character. (That might be next month, if I'm lucky)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Billy Logan was a kid in trouble. Home was no shelter, so he ended
up on the streets, in gangs, and eventually in a Combine laboratory. Somehow, he escaped,
or maybe they let him go. His memories of the past are hazy. He knew he had power,
and a very strong urge to hurt people who seemed to deserve being hurt.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Since then, he's wandered the country, mostly in the area around
wherever the game takes place. Mostly he's been a fighter, and sometimes the line
between fighter and assassin has been very thin. Deep down, he wants something better.
He wants to find peace. He also wants to find a home.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I'd give him high physical stats, and in deference to his background,
I'd make sure he could have claws. He wouldn't have a lot of high skills, other than
hand to hand fighting ability - which would be as high as I could possibly make it.
I'd also want to be sure to assign a Flaw of an personal nemesis, another survivor
of the Combine project who's bigger and stronger, but maybe not quite as skilled.
I absolutely wouldn't call Billy's nemesis "Victor Creed." (But I wouldn't resist
the urge to use the first and last names of two different members of Creed for his
name)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In one way, Billy sort of breaks the rules. Normal Disciples of
the Flesh have to dredge up memories of past trauma to activate their shapeshifting
powers. Since Billy doesn't really have any clear memories, I'd want to get permission
from the GM to say that Billy's memories are disconnected flashbacks that he doesn't
really understand. If I was the GM, I'd let me do it.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The end result doesn't look a whole lot like Wolverine, but you
can see the resemblances if you know where to look.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Next month is in a bit of a flux. I hope to do the last piece
of this series "The Sordid Truth," which will be a more or less step-by-step rendition
of me really making a character, along with observations from the other people in
the group. That's totally dependent on me getting into a game before the next deadline. &lt;/font&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Failing that, we'll be starting a short series on group dynamics.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;See ya' then.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=a7961592-bbb9-456f-b828-78691e0a4db9" /&gt;</description>
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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        <h3>
          <font color="#000000">Personality Based Character Creation</font>
        </h3>
        <p>
          <font color="#000000">This column finishes up my original four part series on Character
Creation. It also finishes up the first four "reprint" articles from Sabledrake. For
the next couple of months, at least, we'll be in entirely new territory.</font>
        </p>
        <p>
          <font color="#000000">We've done characters based on a set of abilities, on a type
of personality, and now we're going to talk about building a character starting with
his history. I've only really done this once, so this is the most artificial of my
examples. </font>
        </p>
        <h3>
          <font color="#000000">Step 1: Choose your Background</font>
        </h3>
        <p>
          <font color="#000000">Obviously, if you want to build a character from the background
up, you start with the background. This is more involved than the character story
you might write for an average character. You're going to use this background as the
framework for everything else you do. It needs to define your character's life in
some pretty serious detail, and to connect him to the rest of the campaign. </font>
        </p>
        <p>
          <font color="#000000">If you're building a character by beginning with his background,
there's probably some compelling reason to do so. Maybe you're making up a character
related to another PC, or one who has to fit into a specific slot in the story. That's
your starting place. If your new character is supposed to be the long-lost brother
of an existing PC, then you should start by examining the existing PC's background.
Figure out where the two characters' backgrounds met, and where they diverged. Maybe
you're turning an existing NPC into a PC. This really happened to me once, but it's
a long story. In this case you probably have some idea of capabilities and personality,
but you need to build a history to fit all the bits together. Anyway, find your starting
point and work your way into a full background. </font>
        </p>
        <i>
          <p>
            <font color="#000000">Example: Once in my gaming career (not counting all the characters
I made up with Central Casting) I built a character by extrapolating everything from
a background story. It was in a multigenerational Pendragon game. Sir Cynnon had been
a paragon of virtue (really, it was on his sheet). He died on the Night of the Long
Knives, along with most of the other PCs, and the game advanced one generation. </font>
          </p>
          <p>
            <font color="#000000">In Pendragon, you usually play your dead character's oldest
male offspring. Cynnon had two children who I'd never bothered to name, since the
eldest was just 3 years old when Cynnon died, and they'd never come up in the game.
I hastily decided the eldest was named Morial, and the youngest was named Gwaid. </font>
          </p>
          <p>
            <font color="#000000">My starting point was pretty easy. Morial was born to Sir Cynnon,
a wealthy Knight in the court of Salisbury. Cynnon owned twelve manors, and split
them between both his sons when he died. I knew a few things right off the bat. Morial
was going to be a Knight. It's just not much fun to play anything else in a Pendragon
game. Morial's father died when he was very young. He had no other adult relatives
either. (That last year had been a tough one) so he was probably raised by Sir Cynnon's
friend, Sir Anarin, who happened to be the Steward of Salisbury. </font>
          </p>
        </i>
        <h3>
          <font color="#000000">Step 2: Building the Frame</font>
        </h3>
        <p>
          <font color="#000000">Once you have your starting place, work out the major points.
Ideas for personality and capabilities will occur to you as you work, since what you're
doing is deciding on the experiences that shaped your character's life. Try to make
logical decisions, but don't hold yourself back if you get a couple of wild ideas.
It's the GM's job to stifle your creativity. </font>
        </p>
        <p>
          <font color="#000000">Figure out where your character was born, and under what circumstances.
What was his early life like? Were there any really significant events in his childhood?
Children are remarkably resilient, but a child who lived through a really traumatic
experience was probably marked by it in some way. Even in childhood look for the chance
to connect your character to other characters or major game events. Then try to figure
out what your character would have taken away from those experiences. You don't need
all the answers now, but you should be asking the questions. </font>
        </p>
        <p>
          <font color="#000000">Go through your character's entire life up to date. You don't
need to chronicle every moment, or even every year, but you should have a decent biographical
outline when you're done. You want a pretty good idea of what happened at each stage
of your character's life, and what effect those events would have had. That will help
you work out the personality and skills and so forth. </font>
        </p>
        <i>
          <p>
            <font color="#000000">Example: Morial's background looks something like this-</font>
          </p>
          <ul>
            <li>
              <font color="#000000">Almost every member of his family died by the time he was 3
years old. </font>
            </li>
            <li>
              <font color="#000000">He was raised by his father's best friend, Sir Anarin, who was
also the de facto lord of the land, since the Earl was a child. </font>
            </li>
            <li>
              <font color="#000000">He grew up knowing he'd be a Lord some day. </font>
            </li>
            <li>
              <font color="#000000">He was trained as a Knight and a landowner. Growing up at Court
mostly, he also learned a lot about what makes the Earldom tick. </font>
            </li>
            <li>
              <font color="#000000">Nothing really terrible happened after he lost his family. He
had a pretty typical lower nobility childhood, except that due to the Roman influence
on his lineage he was better educated than most Knights. (He could read Latin) </font>
            </li>
            <li>
              <font color="#000000">Somewhere along the way, he fell in love with Anarin's daughter
Anist. </font>
            </li>
          </ul>
          <p>
            <font color="#000000">For spice I threw in one big thing. Back in the last generation
the last major battle was a Saxon siege on Salisbury, which was only broken when Areuleus
and Uther came to the rescue. In the one major battle where the PCs tried unsuccessfully
to break the siege, Sir Anarin failed a crucial Passion roll and spent the whole battle
hiding in a ditch pretending to be dead. Sir Cynnon was charismatic enough and strong
enough to lead our forces on a controlled retreat, and generally kept things together.
Everybody would have died, but we were rescued that same day. </font>
          </p>
          <p>
            <font color="#000000">Eventually, Sir Anarin returned with a story about how he got
hit on the head and knocked unconscious. Everybody welcomed him back, just glad to
see he was alive. He took over running Salisbury all through the siege. Shortly later,
all the other PCs died on the Night of the Long Knives. Anarin was spared by pure
luck. He left the feast early, and wasn't poisoned when everyone else was. </font>
          </p>
          <p>
            <font color="#000000">I decided Morial, who was a very perceptive lad, had eventually
found an old, drunken knight to tell him the story. He knew the truth, that Anarin
had been a coward, and all the glory he got as the "hero of the realm" rightfully
belonged to Cynnon. That's actually fairly illogical - but try telling that to an
eight-year old who never got to know his father. </font>
          </p>
        </i>
        <p>
          <font color="#000000">That set up a really interesting dynamic once we started the
game, but I'm getting ahead of myself. </font>
        </p>
        <h3>
          <font color="#000000">Step 3: Fill in the Blanks</font>
        </h3>
        <p>
          <font color="#000000">Now you have a fairly complete story, and probably a decent
idea of what the character is like. It's time to fill in all the slots on the character
sheet. By now you've made most of the big decisions just as a consequence of writing
out the character's past. If you decided he was adopted by a ninja clan, then he'd
probably better have the skills of a ninja (even though there's no such thing as ninja).
If he's part of a family of wizards, then his life is going to be really miserable
if he doesn't know any magic - which might be very fun to play. If he's the adopted
son of a Kansas farmer then it's up to you to convince the GM about the dying alien
planet and the yellow sun thing. Otherwise, he'd probably better join the Marines
when he grows up if you want him to be a big, tough adventurer type. </font>
        </p>
        <p>
          <font color="#000000">Make the personality fit the background and abilities. A trained
warrior is probably not a total pacifist. A lifelong librarian probably doesn't know
Hidden Ultimate Ninja Mantis style Kung Fu, and wouldn't want to hit anybody with
Dim Mak if she did. (except for those annoying patrons who download AOL Instant Messenger
on the public internet terminals - but maybe that's just me) There aren't really a
lot of limitations. The world is full of people who had very similar experiences,
but totally different personalities. </font>
        </p>
        <i>
          <p>
            <font color="#000000">Example: Pendragon does a lot of the work for you. A child has
the same statistics as his father, and almost the entire starting skill selection
is based on your background. The GM let us shuffle Passions around quite a bit, since
it can be really hard to play a character who's personality was decided by 3d6 rolls. </font>
          </p>
          <p>
            <font color="#000000">Where I had room to maneuver, I tried to keep in mind Morial's
basic concept, the "sneaky knight." He could fight, but had learned that you got a
lot more done by listening and thinking. I gave him a high Intrigue skill, which is
used for finding out secrets, and a high Courtesy, to represent his life at court.
His combat skills were good enough to get by, but he was a long way from being an
epic hero. I gave him a fairly high Battle skill, though since I decided he'd be good
at strategy. </font>
          </p>
          <p>
            <font color="#000000">The dice gave me a high Love: Family passion, so I decided Morial
had always been protective of his little brother. I had a fairly low Loyalty: Lord
passion, which fit my ideas perfectly. Morial had never had much luck trusting people
in authority. His Loyalty: Group, which represented his loyalty to the other PCs,
came out incredibly high. That made things really interesting, since Sir Anarin's
son was one of the PCs. He had an obnoxiously high Love: Anist passion. (In fact,
that was retro-fitted into the character story after I rolled the Passion, but it
works much better for my story if I tell it the other way around) He had a very high
Honor Passion, too - which was a good thing, since it kept him from getting too vicious
and pragmatic. One of my earlier Pendragon characters was such a bastard that when
he got captured once, the other PCs wouldn't go rescue him. </font>
          </p>
          <p>
            <font color="#000000">I had to roll his Personality Traits randomly, but I got to
assign the results any way I wanted. I put the highest in Valor. Morial wanted to
live up to the idealized vision of his father. I gave him a high Just passion, too.
I turned around and gave him a fairly low Honest and Merciful. Morial did not lightly
suffer fools. It's kind of a tradition with me that all my Pendragon characters have
ridiculously high Energetic scores, and it came in really handy for Morial so he could
stay up all night spying and scheming. </font>
          </p>
          <p>
            <font color="#000000">The final result was a truly good man, but one willing to compromise
his morals when he felt the need. He tended to lurk in the shadows, since he thought
taking the spotlight was a good way to get killed. Still, he really wanted to be a
hero, and would do whatever he had to do in pursuit of a noble goal - even if what
he had to do wasn't very noble. He had a vengeful streak, but his anger ran cold rather
than hot. </font>
          </p>
        </i>
        <h3>
          <font color="#000000">Step 4: Finish Up</font>
        </h3>
        <p>
          <font color="#000000">File off all the rough edges, and work out the final connections
to the rest of the game, and you're pretty much done. Working from the background
doesn't leave you much to do at the end, since it forces you to work so logically
at the beginning. </font>
        </p>
        <p>
          <font color="#000000">Obviously, the GM will want some input. If he doesn't like your
story, you can't really move forward at all. It's a good idea to consult with him
every step of the way so as to avoid continuity errors. ("Your ninja can't have trained
at the Red Dragon Pagoda when he was sixteen. It was destroyed twenty years ago, and
he's only twenty-five now. Do you want to make him over forty? I'd be glad to drag
out the aging tables...")</font>
        </p>
        <p>
          <font color="#000000">Compare your character's story to the other PCs. If you haven't
already found a good connection, try to come up with one now. Since most Background
characters come up as a response to past game events, this is usually not too much
of a problem. </font>
        </p>
        <p>
          <font color="#000000">Once you know where he's been, and have a good idea how he got
to wherever he starts the game you're ready to go. </font>
        </p>
        <p>
          <font color="#000000">Next month we enter some uncharted waters. I have two articles,
and I'm not sure which one I'll give you first. Either we'll do "Even Better than
the Real Thing" which is about how to adapt a character from another source or we'll
do "How it Really Happens," in which I reveal the sordid truth about how I really
make up characters, instead of this sanitized, organized facade that I've been showing
you.</font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=93af628a-3b05-48b8-90de-eb5d8825c2c1" />
      </body>
      <title>Character Creation Part 4</title>
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      <pubDate>Wed, 10 Jul 2002 16:05:47 GMT</pubDate>
      <description>&lt;h3&gt;&lt;font color=#000000&gt;Personality Based Character Creation&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This column finishes up my original four part series on Character
Creation. It also finishes up the first four "reprint" articles from Sabledrake. For
the next couple of months, at least, we'll be in entirely new territory.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;We've done characters based on a set of abilities, on a type of
personality, and now we're going to talk about building a character starting with
his history. I've only really done this once, so this is the most artificial of my
examples. &lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Step 1: Choose your Background&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Obviously, if you want to build a character from the background
up, you start with the background. This is more involved than the character story
you might write for an average character. You're going to use this background as the
framework for everything else you do. It needs to define your character's life in
some pretty serious detail, and to connect him to the rest of the campaign. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If you're building a character by beginning with his background,
there's probably some compelling reason to do so. Maybe you're making up a character
related to another PC, or one who has to fit into a specific slot in the story. That's
your starting place. If your new character is supposed to be the long-lost brother
of an existing PC, then you should start by examining the existing PC's background.
Figure out where the two characters' backgrounds met, and where they diverged. Maybe
you're turning an existing NPC into a PC. This really happened to me once, but it's
a long story. In this case you probably have some idea of capabilities and personality,
but you need to build a history to fit all the bits together. Anyway, find your starting
point and work your way into a full background. &lt;/font&gt;
&lt;/p&gt;
&lt;i&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Example: Once in my gaming career (not counting all the characters
I made up with Central Casting) I built a character by extrapolating everything from
a background story. It was in a multigenerational Pendragon game. Sir Cynnon had been
a paragon of virtue (really, it was on his sheet). He died on the Night of the Long
Knives, along with most of the other PCs, and the game advanced one generation. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In Pendragon, you usually play your dead character's oldest male
offspring. Cynnon had two children who I'd never bothered to name, since the eldest
was just 3 years old when Cynnon died, and they'd never come up in the game. I hastily
decided the eldest was named Morial, and the youngest was named Gwaid. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;My starting point was pretty easy. Morial was born to Sir Cynnon,
a wealthy Knight in the court of Salisbury. Cynnon owned twelve manors, and split
them between both his sons when he died. I knew a few things right off the bat. Morial
was going to be a Knight. It's just not much fun to play anything else in a Pendragon
game. Morial's father died when he was very young. He had no other adult relatives
either. (That last year had been a tough one) so he was probably raised by Sir Cynnon's
friend, Sir Anarin, who happened to be the Steward of Salisbury. &lt;/font&gt;
&lt;/p&gt;
&lt;/i&gt; 
&lt;h3&gt;&lt;font color=#000000&gt;Step 2: Building the Frame&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Once you have your starting place, work out the major points.
Ideas for personality and capabilities will occur to you as you work, since what you're
doing is deciding on the experiences that shaped your character's life. Try to make
logical decisions, but don't hold yourself back if you get a couple of wild ideas.
It's the GM's job to stifle your creativity. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Figure out where your character was born, and under what circumstances.
What was his early life like? Were there any really significant events in his childhood?
Children are remarkably resilient, but a child who lived through a really traumatic
experience was probably marked by it in some way. Even in childhood look for the chance
to connect your character to other characters or major game events. Then try to figure
out what your character would have taken away from those experiences. You don't need
all the answers now, but you should be asking the questions. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Go through your character's entire life up to date. You don't
need to chronicle every moment, or even every year, but you should have a decent biographical
outline when you're done. You want a pretty good idea of what happened at each stage
of your character's life, and what effect those events would have had. That will help
you work out the personality and skills and so forth. &lt;/font&gt;
&lt;/p&gt;
&lt;i&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Example: Morial's background looks something like this-&lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;Almost every member of his family died by the time he was 3 years
old. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;He was raised by his father's best friend, Sir Anarin, who was
also the de facto lord of the land, since the Earl was a child. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;He grew up knowing he'd be a Lord some day. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;He was trained as a Knight and a landowner. Growing up at Court
mostly, he also learned a lot about what makes the Earldom tick. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Nothing really terrible happened after he lost his family. He
had a pretty typical lower nobility childhood, except that due to the Roman influence
on his lineage he was better educated than most Knights. (He could read Latin) &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Somewhere along the way, he fell in love with Anarin's daughter
Anist. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;For spice I threw in one big thing. Back in the last generation
the last major battle was a Saxon siege on Salisbury, which was only broken when Areuleus
and Uther came to the rescue. In the one major battle where the PCs tried unsuccessfully
to break the siege, Sir Anarin failed a crucial Passion roll and spent the whole battle
hiding in a ditch pretending to be dead. Sir Cynnon was charismatic enough and strong
enough to lead our forces on a controlled retreat, and generally kept things together.
Everybody would have died, but we were rescued that same day. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Eventually, Sir Anarin returned with a story about how he got
hit on the head and knocked unconscious. Everybody welcomed him back, just glad to
see he was alive. He took over running Salisbury all through the siege. Shortly later,
all the other PCs died on the Night of the Long Knives. Anarin was spared by pure
luck. He left the feast early, and wasn't poisoned when everyone else was. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I decided Morial, who was a very perceptive lad, had eventually
found an old, drunken knight to tell him the story. He knew the truth, that Anarin
had been a coward, and all the glory he got as the "hero of the realm" rightfully
belonged to Cynnon. That's actually fairly illogical - but try telling that to an
eight-year old who never got to know his father. &lt;/font&gt;
&lt;/p&gt;
&lt;/i&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;That set up a really interesting dynamic once we started the game,
but I'm getting ahead of myself. &lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Step 3: Fill in the Blanks&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Now you have a fairly complete story, and probably a decent idea
of what the character is like. It's time to fill in all the slots on the character
sheet. By now you've made most of the big decisions just as a consequence of writing
out the character's past. If you decided he was adopted by a ninja clan, then he'd
probably better have the skills of a ninja (even though there's no such thing as ninja).
If he's part of a family of wizards, then his life is going to be really miserable
if he doesn't know any magic - which might be very fun to play. If he's the adopted
son of a Kansas farmer then it's up to you to convince the GM about the dying alien
planet and the yellow sun thing. Otherwise, he'd probably better join the Marines
when he grows up if you want him to be a big, tough adventurer type. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Make the personality fit the background and abilities. A trained
warrior is probably not a total pacifist. A lifelong librarian probably doesn't know
Hidden Ultimate Ninja Mantis style Kung Fu, and wouldn't want to hit anybody with
Dim Mak if she did. (except for those annoying patrons who download AOL Instant Messenger
on the public internet terminals - but maybe that's just me) There aren't really a
lot of limitations. The world is full of people who had very similar experiences,
but totally different personalities. &lt;/font&gt;
&lt;/p&gt;
&lt;i&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Example: Pendragon does a lot of the work for you. A child has
the same statistics as his father, and almost the entire starting skill selection
is based on your background. The GM let us shuffle Passions around quite a bit, since
it can be really hard to play a character who's personality was decided by 3d6 rolls. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Where I had room to maneuver, I tried to keep in mind Morial's
basic concept, the "sneaky knight." He could fight, but had learned that you got a
lot more done by listening and thinking. I gave him a high Intrigue skill, which is
used for finding out secrets, and a high Courtesy, to represent his life at court.
His combat skills were good enough to get by, but he was a long way from being an
epic hero. I gave him a fairly high Battle skill, though since I decided he'd be good
at strategy. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The dice gave me a high Love: Family passion, so I decided Morial
had always been protective of his little brother. I had a fairly low Loyalty: Lord
passion, which fit my ideas perfectly. Morial had never had much luck trusting people
in authority. His Loyalty: Group, which represented his loyalty to the other PCs,
came out incredibly high. That made things really interesting, since Sir Anarin's
son was one of the PCs. He had an obnoxiously high Love: Anist passion. (In fact,
that was retro-fitted into the character story after I rolled the Passion, but it
works much better for my story if I tell it the other way around) He had a very high
Honor Passion, too - which was a good thing, since it kept him from getting too vicious
and pragmatic. One of my earlier Pendragon characters was such a bastard that when
he got captured once, the other PCs wouldn't go rescue him. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I had to roll his Personality Traits randomly, but I got to assign
the results any way I wanted. I put the highest in Valor. Morial wanted to live up
to the idealized vision of his father. I gave him a high Just passion, too. I turned
around and gave him a fairly low Honest and Merciful. Morial did not lightly suffer
fools. It's kind of a tradition with me that all my Pendragon characters have ridiculously
high Energetic scores, and it came in really handy for Morial so he could stay up
all night spying and scheming. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The final result was a truly good man, but one willing to compromise
his morals when he felt the need. He tended to lurk in the shadows, since he thought
taking the spotlight was a good way to get killed. Still, he really wanted to be a
hero, and would do whatever he had to do in pursuit of a noble goal - even if what
he had to do wasn't very noble. He had a vengeful streak, but his anger ran cold rather
than hot. &lt;/font&gt;
&lt;/p&gt;
&lt;/i&gt; 
&lt;h3&gt;&lt;font color=#000000&gt;Step 4: Finish Up&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;File off all the rough edges, and work out the final connections
to the rest of the game, and you're pretty much done. Working from the background
doesn't leave you much to do at the end, since it forces you to work so logically
at the beginning. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Obviously, the GM will want some input. If he doesn't like your
story, you can't really move forward at all. It's a good idea to consult with him
every step of the way so as to avoid continuity errors. ("Your ninja can't have trained
at the Red Dragon Pagoda when he was sixteen. It was destroyed twenty years ago, and
he's only twenty-five now. Do you want to make him over forty? I'd be glad to drag
out the aging tables...")&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Compare your character's story to the other PCs. If you haven't
already found a good connection, try to come up with one now. Since most Background
characters come up as a response to past game events, this is usually not too much
of a problem. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Once you know where he's been, and have a good idea how he got
to wherever he starts the game you're ready to go. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Next month we enter some uncharted waters. I have two articles,
and I'm not sure which one I'll give you first. Either we'll do "Even Better than
the Real Thing" which is about how to adapt a character from another source or we'll
do "How it Really Happens," in which I reveal the sordid truth about how I really
make up characters, instead of this sanitized, organized facade that I've been showing
you.&lt;/font&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=93af628a-3b05-48b8-90de-eb5d8825c2c1" /&gt;</description>
      <comments>http://www.davidgoodner.com/CommentView,guid,93af628a-3b05-48b8-90de-eb5d8825c2c1.aspx</comments>
      <category>The Play's the Thing</category>
    </item>
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      <dc:creator>David Goodner</dc:creator>
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        <h3>
          <font color="#000000">Personality Based Character Creation</font>
        </h3>
        <p>
          <font color="#000000">Last time I showed you how to create a character starting with
his capabilities. This time around we're going to start with his personality. I use
a lot of these techniques in all my characters, since with a few exceptions I have
a pretty firm idea of the personality I want to play right at the beginning. There's
also a lot of crossover to capabilities, since what you can do is a big factor in
how you act. </font>
        </p>
        <p>
          <font color="#000000">Before I go much further, I'd better explain that I've never
made a character based on a deep psychological profile, and that's not what I'm proposing
now. A Personality based character starts with more of a character sketch. Many of
the specific details won't be available until you get the character's background and
capabilities nailed down. The first step of building a Personality based character
is less work than either of the other two types. At the beginning you're just going
to build a thin framework, which you will be filling in as you go along. </font>
        </p>
        <h3>
          <font color="#000000">Step 1: The Personality</font>
        </h3>
        <p>
          <font color="#000000">OK, this part is pretty obvious. Figure out what kind of character
you want to play. Some people will say that no matter what you decide, your character
is going to be pretty much like yourself. I don't think that's completely true, but
I know from experience that it's hard to play someone a lot different. You don't need
to make a lot of decisions right now, but there are a few things you need to know. </font>
        </p>
        <p>
          <font color="#000000">What's your character's general outlook? Is the glass half empty
or half full, or are you just going to drink whatever's left to forestall the argument?
Are you going to play a trusting character, or a suspicious cynic? Very little of
this aspect will make it onto your character sheet in most games, but in some ways
it's the most important aspect. Your character's general outlook should be played
out in almost everything he does. </font>
        </p>
        <p>
          <font color="#000000">Since I love to throw in personal stories, I'll elaborate. In
a VLARP I played some time ago, my character was Tybalt St. Croix, a Ventrue who should
have really been a Brujah. His Nature was Martyr, and his Demeanor was Bravo. He acted
tough and violent, but it was really an expression of his desire to protect his friends. </font>
        </p>
        <p>
          <font color="#000000">A perfect bit of roleplaying came up about near the end of a
really climactic arc. Some powerful force was messing with all the Kindred of the
city by opening magical portals, kidnapping Vampires and torturing them for information.
In the session in question, Tybalt saw an open portal. Before this session, the gates
were always too far away for him to reach.</font>
        </p>
        <p>
          <font color="#000000">This time, I grabbed a Storyteller and said "I jump through
the portal." I had to tell him three times before he believed me.</font>
        </p>
        <p>
          <font color="#000000">I only figured out later how much of that came from Tybalt's
personality. On the surface he was murderously angry at whoever had been kidnapping
other Kindred. They'd killed the Prince recently, and Tybalt was very loyal to the
Prince. On a deeper level, he knew eventually one of the PC's would have to go through
one of the gates, and he wanted to be the one - so that nobody else would have to
face the danger. </font>
        </p>
        <p>
          <font color="#000000">How honorable is your character? Does he live by a strict code,
or the law of the jungle? Does he strive for justice, or just for himself? Maybe he
tries to be honorable, but doesn't have a lot of willpower. Maybe he pretends to be
cynical and cruel, but really has a heart of gold. Like his general outlook, your
character's moral outlook will come out more in play than in statistics, but a lot
of games do have rules to cover things like codes of honor. Besides, you can use this
information to help point you to your character's chosen career. A deeply honorable,
honest man is more likely to be a cop than a con artist. </font>
        </p>
        <p>
          <font color="#000000">What's his thought process like? Is he deep and philosophical?
Brooding? Shallow and irresponsible? Is he very patient, or rash and impulsive? These
decisions will help you decide how to flesh out his capabilities. If he's an intellectual,
he probably doesn't spend a lot of time at the gym. If he doesn't have much focus,
he probably hasn't spent much time at anything, but might have a lot of skills at
a fairly low level, gained as he studied until he got bored. </font>
        </p>
        <i>
          <p>
            <font color="#000000">Example: My Personality Based character is Max. Max is short
for "Maximum." He was a teenaged superhero for a Champions game. His real name was
Patrick Stevens, but he'll be eternally known as Max. Most of my characters are brooding,
melancholic types who are deeply concerned with honor and responsibility, so just
for a change I wanted to try somebody who didn't care about any of that. Max was the
perfect choice. He's was typical "popular" kid, convinced that he's the center of
the universe, and totally invulnerable. He was egotistical, irresponsible, and overconfident.
He tended to go through girlfriends like tissues, since he was attractive and popular,
but so shallow that most of them wouldn't want to hang around long. </font>
          </p>
        </i>
        <h3>
          <font color="#000000">Step 2: Definition</font>
        </h3>
        <p>
          <font color="#000000">There are two ways you can go here. If, by now, you have a pretty
good idea of the attributes you'd like, you can just skip to the capabilities, then
write a background that fits them. On the other hand, you might want to work on the
character's past for a while. As you figure out what experiences shaped your character,
you'll know what he's had a chance to learn. </font>
        </p>
        <p>
          <font color="#000000">A dark, brooding avenger has probably been deeply wronged in
the past. Figure out when that happened. Were his parents killed in a mugging on the
way home from the movies? Maybe his whole family got caught in a mob shoot-out in
the park. What if his father was a great sword maker, and an evil duelist killed him
in a dispute over the price of an exquisite sword? </font>
        </p>
        <p>
          <font color="#000000">Your character's personality won't tell you what all the details
of his background should be. Try to make logical decisions, but don't worry too much
yet. People from all walks of life have all sorts of personalities. Two different
people may have a very similar experience and come away with very different results. </font>
        </p>
        <p>
          <font color="#000000">With some ideas about the character's past, you can start filling
in concrete details. You'll know where he came from, where he went, what he did, what
he learned. Always try to remain true to your initial concept, but if you find it
changing don't worry too much. My last Amber PbeM character, Miranda, is a great case
in point. I started with a sketch of her background and a general personality. By
the time I was done, her background bore almost no resemblance to my original ideas.
If the Miranda I ended up playing had ever met the Miranda I thought up in the first
place, she would have thought the "original" Miranda was a terrible wimp. She would
have probably stole the original version's stuff, too, just to keep in practice. </font>
        </p>
        <p>
          <font color="#000000">Choose abilities in keeping with your concept. A brooding warrior
had probably better be able to fight. A happy-go-lucky thief had better be good at
running, and probably hasn't studied the art of poisoning. A quiet intellectual probably
has a lot of knowledge, but maybe not a lot of charisma. </font>
        </p>
        <i>
          <p>
            <font color="#000000">Example: My typical characters have fairly exotic backgrounds.
Ghost, from the previous column, was a member of his tribe's most important clan.
Often my characters have fairly convoluted backstories. In keeping with my attempt
to go against type with Max, I gave him the most whitebread background I could think
of. He grew up in the suburbs of the campaign city to a pair of yuppie parents. He
had a little sister, but no other close family. He went to public school, and wasn't
part of the Honors program - much to his parents' disappointment. </font>
          </p>
          <p>
            <font color="#000000">I knew he was going to be in good shape. In fact, I was starting
to get an idea of his powers, and he was going to be in REALLY good shape. I decided
he played football. He was also in a garage band. Given his age and training (or lack
there of) it didn't make sense for him to have a lot of specialized knowledge or special
skills. On a whim I decided he'd know American Sign Language. (Retroactively, his
little sister became deaf) Other than that, he knew what just about any other teenager
would know. </font>
          </p>
          <p>
            <font color="#000000">Since Max was going to be a superhero, I gave some thought to
his powers. He was no great thinker, so I rejected Mentalist and Gadgeteer. Martial
Artist was also not a good choice, because that would have involved a very different
background, and a somewhat different personality than I had in mind. Belief in his
own invulnerability was a big part of Max's personality, so I decided I wanted to
make that as true as possible. I figured Max was going to be a Brick or an Energy
Projector. Super Speedster might have been a good choice, but I personally don't think
Super Speedsters work very well as RPG characters. It's hard to adapt a speedster
into turn based combat. </font>
          </p>
        </i>
        <h3>
          <font color="#000000">Step 3: Putting it all together</font>
        </h3>
        <p>
          <font color="#000000">The last big step is to weld all your ideas into a coherent
character. Right now you have a bunch of loosely connected facts and concepts that
you need to transform into a finished character. How you do that will all depend on
your game's character creation process. You can probably have just about any attributes
you want, within the limits of the game. Obviously if you wanted your character to
be really clever, it wouldn't make sense to give him a lower than game average intelligence.
Similarly, if you were planning to make a grim warrior, you'd be ill served by giving
your character low physical attributes. </font>
        </p>
        <p>
          <font color="#000000">Skills also have a lot of leeway. Unless there's something just
screaming against it in your background, you can probably do just about whatever you
want. The background you built to go with your personality will give you a lot more
guidance than the personality will. Choose abilities based on what makes sense for
your character. As much as you might want the Occult skill, your hard nosed, atheist
cop who doesn't believe in anything he can't see and touch probably doesn't have it.
Of course, if he's a Scully like skeptic, he might have studied the Occult so he could
debunk it, but that's a little different. </font>
        </p>
        <i>
          <p>
            <font color="#000000">Example: With Champions, you can do just about anything. I always
start my Champions characters from the Disadvantages. It's a habit, more than anything.
The ones that really stand out were: </font>
          </p>
          <ul>
            <li>
              <font color="#000000">Overconfident - well duh. </font>
            </li>
            <li>
              <font color="#000000">Enraged: when losing - Max was very competitive. He tended to
fly off the handle when he felt like he was being beaten. </font>
            </li>
            <li>
              <font color="#000000">Dependent NPC: Girlfriend of the Week - I made it clear to the
GM that it would hardly ever be the same girl twice. He loved it. </font>
            </li>
            <li>
              <font color="#000000">Hunted: Personal Nemesis - I left this undefined initially.
The GM chose one of our first enemies, who managed to steal Max's Air Jordans. It
was hate at first sight. </font>
            </li>
          </ul>
          <p>
            <font color="#000000">He was also Watched by the government, and had a bunch of other
campaign specific disadvantages. </font>
          </p>
          <p>
            <font color="#000000">For Attributes, I gave Max high physical attributes, a good
Presence, and a really high Comeliness. I wanted him to be the ultimate high-school
hero type. If Dawson's Creek had superheroes, he could have been on the cast. His
Intelligence and Ego were merely average. I didn't make him stupid, just not particularly
clever. I also bought up his figured stats a little, giving him more Physical Defense,
Stun, and Endurance. </font>
          </p>
          <p>
            <font color="#000000">After Attributes, I usually do Powers, which eats the bulk of
my points. (Hey, it's a game about super heroes) I wanted Max to be strong, flashy,
and nigh invulnerable. The Reign of the Supermen story had just finished in DC comics,
which introduced me to the new Superboy. One of my hobbies is trying to figure out
how to simulate weird powers in Champions, and Superboy's "Tactile Telekinesis" seemed
like the perfect choice. </font>
          </p>
          <p>
            <font color="#000000">Max ended up with an Elemental Control with Flight, Force field,
and Telekinesis (Touch Only). I decided not to follow Superboy's powers to the extent
of making the Force field only vs. Physical attacks, partly because I didn't want
to go to the trouble, and partly because I didn't want Max to get roasted alive the
first time he ran into an Energy Projector. I also decided a glowing force field would
be cool, and that seemed to be more energy based to me. </font>
          </p>
          <p>
            <font color="#000000">I also wanted Max to be a little unsure of the limits of his
powers. He was just starting to figure this stuff out, so I added a Multipower with
a hefty Activation roll to it. (Translation, the powers in the Multipower didn't always
work.) The Multipower slots were a little additional Telekinesis, some extra Non-combat
Velocity on his flight ("Time for Maximum Speed.") and a big No Range Energy Blast
he could add to his telekinetic punch ("Maximum Force.") </font>
          </p>
          <p>
            <font color="#000000">I moved away from the Superboy model to turn Max into a more
traditional Energy Projector. His powers had been initially awakened by his athletic
exertions, so they molded themselves around his body, but what he really had was access
to one of those implausible comic book energy sources that does all kinds of neat
stuff. Had the game gone on long enough, he might have eventually learned to project
his power beyond his body (by buying off the Touch Only limits to his traditionally
ranged powers). I was also thinking about something like Life Support or Regeneration. </font>
          </p>
          <p>
            <font color="#000000">With whatever paltry points are left I buy skills and advantages.
Champions characters don't tend to have a lot of skills, and Max was no exception.
I gave him Athletics, and gave him the Professional Skill: Musician at a pathetically
low level. Later on, Max decided he wanted to be on TV. I was going to buy the Professional
Skill: Acting, but the GM suggested Familiarity: Acting, which has a lower chance
of success so he could be an Action star instead. None of the Advantages really fit,
except for Luck, which was too expensive to be worth it. He came from a middle-class
background, so additional wealth wasn't appropriate. He also wasn't likely to know
anybody important enough to take as a contact or to take Favors from. He also didn't
have any special equipment except for a new Ford Mustang convertible. </font>
          </p>
        </i>
        <p>
          <font color="#000000">That was pretty much it. Unlike most of my characters, he didn't
have a dark past where evil forces had killed everyone he loved. He grew up in a California
suburb where his dad was a real-estate agent and his mom was a paralegal or something.
Nothing all that exciting had ever happened to him until he figured out that he could
bench-press a Volvo and fly. Unlike most people, his first thought wasn't to put on
a spandex suit and fight crime. His first thought was that now it would be really
easy to get onto the Varsity football team. He was the only sophomore who got to start.
He only decided to be a superhero to impress one of his girlfriends when he found
out she was a member of some established superhero's fan-club. </font>
        </p>
        <p>
          <font color="#000000">I liked Max. I kind of miss him. </font>
        </p>
        <p>
          <font color="#000000">So anyway, that's our show for this evening. Tune in next time
and I'll show you the most challenging process of all, building your character from
the Background out. </font>
        </p>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=c79b9ad7-269a-4dfc-876f-34096e783894" />
      </body>
      <title>Character Creation Part 3</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,c79b9ad7-269a-4dfc-876f-34096e783894.aspx</guid>
      <link>http://www.davidgoodner.com/PermaLink,guid,c79b9ad7-269a-4dfc-876f-34096e783894.aspx</link>
      <pubDate>Wed, 12 Jun 2002 16:04:37 GMT</pubDate>
      <description>&lt;h3&gt;&lt;font color=#000000&gt;Personality Based Character Creation&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Last time I showed you how to create a character starting with
his capabilities. This time around we're going to start with his personality. I use
a lot of these techniques in all my characters, since with a few exceptions I have
a pretty firm idea of the personality I want to play right at the beginning. There's
also a lot of crossover to capabilities, since what you can do is a big factor in
how you act. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Before I go much further, I'd better explain that I've never made
a character based on a deep psychological profile, and that's not what I'm proposing
now. A Personality based character starts with more of a character sketch. Many of
the specific details won't be available until you get the character's background and
capabilities nailed down. The first step of building a Personality based character
is less work than either of the other two types. At the beginning you're just going
to build a thin framework, which you will be filling in as you go along. &lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Step 1: The Personality&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;OK, this part is pretty obvious. Figure out what kind of character
you want to play. Some people will say that no matter what you decide, your character
is going to be pretty much like yourself. I don't think that's completely true, but
I know from experience that it's hard to play someone a lot different. You don't need
to make a lot of decisions right now, but there are a few things you need to know. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;What's your character's general outlook? Is the glass half empty
or half full, or are you just going to drink whatever's left to forestall the argument?
Are you going to play a trusting character, or a suspicious cynic? Very little of
this aspect will make it onto your character sheet in most games, but in some ways
it's the most important aspect. Your character's general outlook should be played
out in almost everything he does. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Since I love to throw in personal stories, I'll elaborate. In
a VLARP I played some time ago, my character was Tybalt St. Croix, a Ventrue who should
have really been a Brujah. His Nature was Martyr, and his Demeanor was Bravo. He acted
tough and violent, but it was really an expression of his desire to protect his friends. &lt;/font&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;A perfect bit of roleplaying came up about near the end of a really
climactic arc. Some powerful force was messing with all the Kindred of the city by
opening magical portals, kidnapping Vampires and torturing them for information. In
the session in question, Tybalt saw an open portal. Before this session, the gates
were always too far away for him to reach.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This time, I grabbed a Storyteller and said "I jump through the
portal." I had to tell him three times before he believed me.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I only figured out later how much of that came from Tybalt's personality.
On the surface he was murderously angry at whoever had been kidnapping other Kindred.
They'd killed the Prince recently, and Tybalt was very loyal to the Prince. On a deeper
level, he knew eventually one of the PC's would have to go through one of the gates,
and he wanted to be the one - so that nobody else would have to face the danger. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;How honorable is your character? Does he live by a strict code,
or the law of the jungle? Does he strive for justice, or just for himself? Maybe he
tries to be honorable, but doesn't have a lot of willpower. Maybe he pretends to be
cynical and cruel, but really has a heart of gold. Like his general outlook, your
character's moral outlook will come out more in play than in statistics, but a lot
of games do have rules to cover things like codes of honor. Besides, you can use this
information to help point you to your character's chosen career. A deeply honorable,
honest man is more likely to be a cop than a con artist. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;What's his thought process like? Is he deep and philosophical?
Brooding? Shallow and irresponsible? Is he very patient, or rash and impulsive? These
decisions will help you decide how to flesh out his capabilities. If he's an intellectual,
he probably doesn't spend a lot of time at the gym. If he doesn't have much focus,
he probably hasn't spent much time at anything, but might have a lot of skills at
a fairly low level, gained as he studied until he got bored. &lt;/font&gt;
&lt;/p&gt;
&lt;i&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Example: My Personality Based character is Max. Max is short for
"Maximum." He was a teenaged superhero for a Champions game. His real name was Patrick
Stevens, but he'll be eternally known as Max. Most of my characters are brooding,
melancholic types who are deeply concerned with honor and responsibility, so just
for a change I wanted to try somebody who didn't care about any of that. Max was the
perfect choice. He's was typical "popular" kid, convinced that he's the center of
the universe, and totally invulnerable. He was egotistical, irresponsible, and overconfident.
He tended to go through girlfriends like tissues, since he was attractive and popular,
but so shallow that most of them wouldn't want to hang around long. &lt;/font&gt;
&lt;/p&gt;
&lt;/i&gt; 
&lt;h3&gt;&lt;font color=#000000&gt;Step 2: Definition&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There are two ways you can go here. If, by now, you have a pretty
good idea of the attributes you'd like, you can just skip to the capabilities, then
write a background that fits them. On the other hand, you might want to work on the
character's past for a while. As you figure out what experiences shaped your character,
you'll know what he's had a chance to learn. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A dark, brooding avenger has probably been deeply wronged in the
past. Figure out when that happened. Were his parents killed in a mugging on the way
home from the movies? Maybe his whole family got caught in a mob shoot-out in the
park. What if his father was a great sword maker, and an evil duelist killed him in
a dispute over the price of an exquisite sword? &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Your character's personality won't tell you what all the details
of his background should be. Try to make logical decisions, but don't worry too much
yet. People from all walks of life have all sorts of personalities. Two different
people may have a very similar experience and come away with very different results. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;With some ideas about the character's past, you can start filling
in concrete details. You'll know where he came from, where he went, what he did, what
he learned. Always try to remain true to your initial concept, but if you find it
changing don't worry too much. My last Amber PbeM character, Miranda, is a great case
in point. I started with a sketch of her background and a general personality. By
the time I was done, her background bore almost no resemblance to my original ideas.
If the Miranda I ended up playing had ever met the Miranda I thought up in the first
place, she would have thought the "original" Miranda was a terrible wimp. She would
have probably stole the original version's stuff, too, just to keep in practice. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Choose abilities in keeping with your concept. A brooding warrior
had probably better be able to fight. A happy-go-lucky thief had better be good at
running, and probably hasn't studied the art of poisoning. A quiet intellectual probably
has a lot of knowledge, but maybe not a lot of charisma. &lt;/font&gt;
&lt;/p&gt;
&lt;i&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Example: My typical characters have fairly exotic backgrounds.
Ghost, from the previous column, was a member of his tribe's most important clan.
Often my characters have fairly convoluted backstories. In keeping with my attempt
to go against type with Max, I gave him the most whitebread background I could think
of. He grew up in the suburbs of the campaign city to a pair of yuppie parents. He
had a little sister, but no other close family. He went to public school, and wasn't
part of the Honors program - much to his parents' disappointment. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I knew he was going to be in good shape. In fact, I was starting
to get an idea of his powers, and he was going to be in REALLY good shape. I decided
he played football. He was also in a garage band. Given his age and training (or lack
there of) it didn't make sense for him to have a lot of specialized knowledge or special
skills. On a whim I decided he'd know American Sign Language. (Retroactively, his
little sister became deaf) Other than that, he knew what just about any other teenager
would know. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Since Max was going to be a superhero, I gave some thought to
his powers. He was no great thinker, so I rejected Mentalist and Gadgeteer. Martial
Artist was also not a good choice, because that would have involved a very different
background, and a somewhat different personality than I had in mind. Belief in his
own invulnerability was a big part of Max's personality, so I decided I wanted to
make that as true as possible. I figured Max was going to be a Brick or an Energy
Projector. Super Speedster might have been a good choice, but I personally don't think
Super Speedsters work very well as RPG characters. It's hard to adapt a speedster
into turn based combat. &lt;/font&gt;
&lt;/p&gt;
&lt;/i&gt; 
&lt;h3&gt;&lt;font color=#000000&gt;Step 3: Putting it all together&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The last big step is to weld all your ideas into a coherent character.
Right now you have a bunch of loosely connected facts and concepts that you need to
transform into a finished character. How you do that will all depend on your game's
character creation process. You can probably have just about any attributes you want,
within the limits of the game. Obviously if you wanted your character to be really
clever, it wouldn't make sense to give him a lower than game average intelligence.
Similarly, if you were planning to make a grim warrior, you'd be ill served by giving
your character low physical attributes. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Skills also have a lot of leeway. Unless there's something just
screaming against it in your background, you can probably do just about whatever you
want. The background you built to go with your personality will give you a lot more
guidance than the personality will. Choose abilities based on what makes sense for
your character. As much as you might want the Occult skill, your hard nosed, atheist
cop who doesn't believe in anything he can't see and touch probably doesn't have it.
Of course, if he's a Scully like skeptic, he might have studied the Occult so he could
debunk it, but that's a little different. &lt;/font&gt;
&lt;/p&gt;
&lt;i&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Example: With Champions, you can do just about anything. I always
start my Champions characters from the Disadvantages. It's a habit, more than anything.
The ones that really stand out were: &lt;/font&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;font color=#000000&gt;Overconfident - well duh. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Enraged: when losing - Max was very competitive. He tended to
fly off the handle when he felt like he was being beaten. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Dependent NPC: Girlfriend of the Week - I made it clear to the
GM that it would hardly ever be the same girl twice. He loved it. &lt;/font&gt; 
&lt;li&gt;
&lt;font color=#000000&gt;Hunted: Personal Nemesis - I left this undefined initially. The
GM chose one of our first enemies, who managed to steal Max's Air Jordans. It was
hate at first sight. &lt;/font&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;font color=#000000&gt;He was also Watched by the government, and had a bunch of other
campaign specific disadvantages. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;For Attributes, I gave Max high physical attributes, a good Presence,
and a really high Comeliness. I wanted him to be the ultimate high-school hero type.
If Dawson's Creek had superheroes, he could have been on the cast. His Intelligence
and Ego were merely average. I didn't make him stupid, just not particularly clever.
I also bought up his figured stats a little, giving him more Physical Defense, Stun,
and Endurance. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;After Attributes, I usually do Powers, which eats the bulk of
my points. (Hey, it's a game about super heroes) I wanted Max to be strong, flashy,
and nigh invulnerable. The Reign of the Supermen story had just finished in DC comics,
which introduced me to the new Superboy. One of my hobbies is trying to figure out
how to simulate weird powers in Champions, and Superboy's "Tactile Telekinesis" seemed
like the perfect choice. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Max ended up with an Elemental Control with Flight, Force field,
and Telekinesis (Touch Only). I decided not to follow Superboy's powers to the extent
of making the Force field only vs. Physical attacks, partly because I didn't want
to go to the trouble, and partly because I didn't want Max to get roasted alive the
first time he ran into an Energy Projector. I also decided a glowing force field would
be cool, and that seemed to be more energy based to me. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I also wanted Max to be a little unsure of the limits of his powers.
He was just starting to figure this stuff out, so I added a Multipower with a hefty
Activation roll to it. (Translation, the powers in the Multipower didn't always work.)
The Multipower slots were a little additional Telekinesis, some extra Non-combat Velocity
on his flight ("Time for Maximum Speed.") and a big No Range Energy Blast he could
add to his telekinetic punch ("Maximum Force.") &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I moved away from the Superboy model to turn Max into a more traditional
Energy Projector. His powers had been initially awakened by his athletic exertions,
so they molded themselves around his body, but what he really had was access to one
of those implausible comic book energy sources that does all kinds of neat stuff.
Had the game gone on long enough, he might have eventually learned to project his
power beyond his body (by buying off the Touch Only limits to his traditionally ranged
powers). I was also thinking about something like Life Support or Regeneration. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;With whatever paltry points are left I buy skills and advantages.
Champions characters don't tend to have a lot of skills, and Max was no exception.
I gave him Athletics, and gave him the Professional Skill: Musician at a pathetically
low level. Later on, Max decided he wanted to be on TV. I was going to buy the Professional
Skill: Acting, but the GM suggested Familiarity: Acting, which has a lower chance
of success so he could be an Action star instead. None of the Advantages really fit,
except for Luck, which was too expensive to be worth it. He came from a middle-class
background, so additional wealth wasn't appropriate. He also wasn't likely to know
anybody important enough to take as a contact or to take Favors from. He also didn't
have any special equipment except for a new Ford Mustang convertible. &lt;/font&gt;
&lt;/p&gt;
&lt;/i&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;That was pretty much it. Unlike most of my characters, he didn't
have a dark past where evil forces had killed everyone he loved. He grew up in a California
suburb where his dad was a real-estate agent and his mom was a paralegal or something.
Nothing all that exciting had ever happened to him until he figured out that he could
bench-press a Volvo and fly. Unlike most people, his first thought wasn't to put on
a spandex suit and fight crime. His first thought was that now it would be really
easy to get onto the Varsity football team. He was the only sophomore who got to start.
He only decided to be a superhero to impress one of his girlfriends when he found
out she was a member of some established superhero's fan-club. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I liked Max. I kind of miss him. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;So anyway, that's our show for this evening. Tune in next time
and I'll show you the most challenging process of all, building your character from
the Background out. &lt;/font&gt;
&lt;/p&gt;
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      <category>The Play's the Thing</category>
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      <dc:creator>David Goodner</dc:creator>
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      <title>Twinking for Fun and Profit: Capability based character creation</title>
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      <pubDate>Tue, 23 Apr 2002 16:03:19 GMT</pubDate>
      <description>&lt;div class=text&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Hi. Thanks for coming back. Last time I broke down the keys to
making sure your character would fit well into your game. That's all well and good,
but now you need to actually make the character. Every character has three aspects,
like the legs of a three- legged stool. (You all remember that stupid analogy from
US Government class, right?) &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;First, you have your character's capabilities: attributes, skills,
advantages and disadvantages, or whatever else the game calls them. These represent
what your character can and can't do. The rules of the game probably have quite a
bit to say about your character's capabilities. In fact, you could argue that the
main point of character creation is to define them.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Second, you have your character's personality: what he thinks,
and how he acts. Most games are pretty thin on rules for personality. If you're not
free to make most of your character's personal decisions you're not really role-playing.
Your character's personality is at least as important as his capabilities. Even if
you're just playing another version of yourself, you need to consider how your character
would interact with is world.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Finally, there's background: where your character comes from and
what he did before you started playing him. In some games, background isn't all that
important. Your character's backstory may not be very related to the greater story
of the game you're playing. In the best games I've played, though, character background
was woven into the story, which made the Player Characters' involvement much more
personal.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Capabilities, personality, and background all blend together in
the finished character, and there's not really any way to separate them. If your character
knows how to kill people fourteen different ways with a spoon, he probably picked
up that interesting talent, and the experience would have had some effect on his psychological
makeup. That said, for the purposes of these articles, I'm splitting them up. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I'm going to take one aspect of the character and show you how
to extrapolate the other two from the chosen aspect. I doubt that you'll ever make
up a character exactly the way I'm going to describe. In fact, the examples I'm going
to give you are slightly modified. The idea here is to isolate each element so you
can see what effect they have on each other.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;And we're going to start with what my friend Chris calls "Twinking
for fun and profit," or, in other words . . .&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Capability Based Character Creation&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;About half of the characters I create are based first on their
capabilities. I figure out what kind of character I'd like to play: a fighter, a sneak,
a healer or whatever. Then I come up with a story to fit what I have in mind. A lot
of the time, I only have a vague idea of the kind of character I want to play and
the background and personality help me fill in the details.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The process is pretty simple, even if I hardly ever do it in exactly
this order: &lt;/font&gt; 
&lt;h3&gt;&lt;font color=#000000&gt;Step 1: Define Capabilities.&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The first step is to figure out what you want your character to
do. Depending on what kind of game you're playing, this could be highly detailed,
or you might be better off with a rough description. Your primary goal is to come
up with exactly the sort character you want to play, but as I discussed in the last
article, you should probably leave a little room for maneuvering later on.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Don't just focus on one thing. Very few real people, or literary
characters for that matter, only have a single skill. Even the most focused warrior
has to know how to get along with a few people, and the most academic and sedentary
wizard probably has at least one hobby besides occult lore.&lt;/font&gt;
&lt;/p&gt;
&lt;table border=1&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;i&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Example: One of my friends decided she wanted to run a Tribe 8
game. (For those of you not familiar with Tribe 8, click here 
&lt;HTTP: www.dp9.com tour T8.htm&gt;to go to the Dream Pod 9 website on the subject) I'd never played Tribe 8 before, so I poured through the player section of the book to get a feel for the game. I saw lots of stuff that interested me. Too much, really. My character in the last game I played was a physically weak psychic. 
&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I finally decided just to play someone as different from that
character as possible. A random doodle during church one morning provided me with
a picture of a lean, broad-shouldered warrior with tiger stripe tattoos and a long
topknot. I decided he was the character I was going to play. I gave him the name "Ghost"
because I thought it sounded cool.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Looking at the picture, I had a big guy with a bigger sword. Obviously
he was a swordsman. I gave him a fairly high strength, and a high agility in keeping
with his tiger-like physique and appearance. His Melee skill was going to be his highest.
My earlier character had been a Psychic, so I decided not to give Ghost any supernatural
abilities.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Actually assigning the stats occurred a little later on, but I
already knew what I was going for. Ghost was going to be a Fallen, since the game
was about a group of Fallen. I decided he'd need a way to make a living, so I gave
him metalsmithing and weaponsmithing skills. Then, just for fun, I gave him a little
skill in music. It was a nice non-violent touch for a very combat focused character.&lt;/font&gt;
&lt;/p&gt;
&lt;/i&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Step 2: Extrapolation.&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The second step is to extrapolate the background and personality
from the ability set. You have to come up with a background that fits your character's
stats, and a personality that would logically come from that background.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The background is probably easiest, particularly if your character
is based around an unusual ability like psychic powers or magic. Even if you're just
playing a normal fighter, he had to learn his skills from &lt;i&gt;somewhere&lt;/i&gt;, and that
can give you the core of your background.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;During this phase, you might find yourself changing your character's
abilities a little bit. You might find out that warriors from the culture you choose
always have a particular weapon proficiency that you didn't take, or maybe they're
forbidden to do something else you wanted your character to be able to do. You can
either alter your character's background, or change his abilities. Usually by this
stage you have a pretty good idea what you want, so the choice shouldn't be too hard.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;With the background and the capabilities designed, the personality
is fairly easy. Unless your background is really constraining, you can probably do
just about whatever you want. You have some guidelines, though. Your character comes
from a homeland, he has some kind of occupation, and he's learned some things. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Ask yourself what someone from his background might be like. Stereotypes
aren't a final goal, but they're a great starting place. Maybe you'll be inspired
to play a humorous, light-hearted Dwarf, just because nobody will expect it. Maybe
you'll decide to play a French-American Vampire from New Orleans who was embraced
by an ancient French nobleman, but who doesn't really mind being an unholy creature
of the night. Then again, maybe you'll just go for a fairly typical personality.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Often, I only have a vague idea of my character's personality.
As I play, I build a more detailed picture. I also usually leave the exact details
of the backstory to the very end to avoid painting myself into a corner, and to give
myself the chance to take advantage of any new information that comes my way. It's
almost always a good idea to find ways to link your character's backstory to the stories
of some of the other players if you can.&lt;/font&gt;
&lt;/p&gt;
&lt;table border=1&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;i&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Example: I decided Ghost would be a Joanite Jacker, a warrior
from a tribe of warriors. One of the themes of Tribe 8 is that the Fatimas (demigods)
who all the Tribes worship aren't behaving the way they're supposed to. Since Joan
was the Fatima most concerned with honor, I decided Ghost would have fallen over a
matter of honor. I ruthlessly plagerized a story from the core rulebook and changed
it to fit my purposes. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;In the original story, an innocent young Joanite was killed during
a ritual combat when Joan caused her sword to break. In my version, Ghost (then named
Justin Guy'on) was her opponent. When her blade shattered, he refused to kill her
and was exiled for disobedience.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Ghost's personality seemed to be heavily based on Honor. He was
trapped in a conundrum. Joan was supposed to be the very definition of honor, yet
she ordered him to do something dishonorable. His world was shattered, and he was
trying to figure out what he should do, or if he could even exist, without Joan. This
gave me a very interesting game goal. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Ghost really wants to find a way to make Joan be honorable again,
because that way his world will make sense. The goal is probably beyond him, but even
failing at it will make him interesting to play. I'd always intended for him to be
a Jacker, so I decided he didn't feel great anger toward Joan. That would have made
him more like a Herite.&lt;/font&gt;
&lt;/p&gt;
&lt;/i&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Step 3: Finishing.&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The last step is to make all three parts fit together. You might
end up changing a few things, adding some and taking away others. You'll probably
want to change your background rather than your capabilities, but don't get too attached
to any one aspect. The better made your character is, the more fun he will be to play.&lt;/font&gt;
&lt;/p&gt;
&lt;table border=1&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;i&gt; 
&lt;p&gt;
&lt;font color=#000000&gt;Example: Ghost was almost finished. I decided to give him a Dependant
NPC for a few extra points so I could get my skills exactly the way I wanted them.
The GM and I worked out Dara, a Fallen Magdelite who took Ghost in when he first Fell.
He felt very protective of her (actually, he was in love with her, but he was a big,
gruff warrior with little emotional awareness so it took him three months to figure
that out).&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;To make his Fall all the more dramatic, I made him a member of
a noble family. I wanted him to use a Bastard Sword, but the basic rules didn't have
stats for one. They did have stats for a Katana, so the GM let me have one of those.
That wasn't a common weapon for a Tribal warrior to have, so we came up with a neat
little story where he found the sword on the body of a dead man while riding a patrol.
The fact that he learned how to use it set him apart from his relatives a little,
foreshadowing his eventual exile from the Joanites.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The GM and I worked out the final details. Justin Guy'on spared
Simone Jacobi'on on the Killing Floor and just walked out of Tribal lands in a state
of shock. Everybody was too surprised to stop him. Still in shock, he met Dara and
was attacked by a pack of wild dogs. While protecting the girl from the dogs, Justin
was wounded. Dara took him back to her home and nursed him back to health, then helped
him recover from his Fall (which was a psychic trauma).&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Originally, Justin had been wandering with the intent to go into
Z'bri lands and fight whatever he found until something killed him. Dara convinced
him that there was still something worth living for. He decided he would live for
killing the Z'bri, not just one or two, but the entire race. He took the name "Ghost"
to symbolize his death to his prior life.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Dara lived in a squalid little hut, and winter was coming on,
so when Ghost found work as a blacksmith's assistant, he invited Dara to live with
him. That was pretty much it. Ghost worked in the shop and was waiting for an opportunity
to strike a true blow against the Z'bri.&lt;/font&gt;
&lt;/i&gt;&gt;
&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;
&lt;font color=#000000&gt;All right. There's Ghost. Next time I'll start with character
personality and show you how to come up with a story and a set of capabilities that
fit whatever sort of personality you want to play. I'd really like to hear from some
of you. I post my E-mail address for feedback purposes. &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Sabledrake also has a great Discussion Room function. Ya'll should
check it out. I'd love to see some public discussion of my ideas (even if you don't
agree with them). You can also let me know what other topics you'd like to see covered
in "The Play's the Thing." I'll take a stab at just about any subject some of you
would like to read about.&lt;/font&gt;
&lt;/p&gt;
&lt;/div&gt;
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      <dc:creator>David Goodner</dc:creator>
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        <div class="text">
          <p>
            <font color="#000000">Welcome to my first article. I'd like to thank you in advance
for reading. "The Play's the Thing" is an interesting project for me. I started it
over a year ago on Sabledrake Magazine. If you're really impatient, you can go over
there and read ahead. You won't get everything, though, since I'm writing some columns
exclusively for RPG.net, and I'm editing these a little. While you're there, go read
my serial novel, Changeling Seed. It's in the first year archives.</font>
          </p>
          <p>
            <font color="#000000">But that's not why we're here, so let's get back to business.
The Play's the Thing is about the player's job in an RPG. There are hordes of GM advice
columns, but I haven't run across a lot of advice aimed at the players. Of course
the GM has a lot more to do than any single player, so maybe that's fair, but I still
think there's room for some player advice.</font>
          </p>
          <p>
            <font color="#000000">I'm not egotistical enough to say I can make you a better gamer,
but I hope my ideas can help you, or maybe just show you an interesting way of looking
at things. What I plan to do is take a single aspect of playing RPGs and look at it
in different ways. The first four columns are about character creation. I have ideas
for columns on group dynamics, character development, and possibly on playing in different
genres, but that's a long way off.</font>
          </p>
          <p>
            <font color="#000000">Before we begin though, I'll tell you a little about myself.
I've been gaming for over 20 years. My first game was Dungeons &amp; Dragons. I played
all through junior high and high school, moving gradually into science fiction, superheroes,
cyberpunk, and horror.</font>
          </p>
          <p>
            <font color="#000000">Most of the ideas I'm going to talk about in this column emerged
during a very long Shadow Run game that I started GM-ing in 1991 and played all through
92. In that time our group moved through two GM's and started on a second generation
of characters. All of us were in college, with sufficient control over our own lives
that if we wanted to spend all weekend gaming nobody could really stop us. Naturally,
we played a lot. It was fun, possibly the most fun I've ever had gaming.</font>
          </p>
          <p>
            <font color="#000000">I'm more of a writer than an actor, so I spend a lot of time
defining things, working out their details, and describing them. I tend to write tons
of things that the other players never see, just to get into character. When I'm the
GM, I try to integrate all the elements of the game the same way I put together all
the elements of a story when I'm writing. Then, if I'm lucky, the rest is pretty easy.
All the pieces fit together so well that the game just runs itself.</font>
          </p>
          <p>
            <font color="#000000">I also believe the most important thing in any game is the Player
Characters. If the game was a movie, they should be the first people to get their
names in the credits. Otherwise, the game should be focusing on the people who would.
So, what better place to start than...</font>
          </p>
          <h1>
            <font color="#000000">Character Creation</font>
          </h1>
          <p>
            <font color="#000000">The theme for next four columns is character creation. Part
1 will cover how to integrate a character into the game. Parts 2, 3, and 4 will describe
different philosophies of character creation.</font>
          </p>
          <p>
            <font color="#000000">To create a character as an integrated part of the story, you
need to keep three sets of people in mind. First, you need to work within the GM's
guidelines. Second, you need to create a character who works well with the other characters.
Finally, you need to create a character who you will enjoy playing. ("Well, duh,"
you say, but you'll see what I mean later.)</font>
          </p>
          <h2>
            <font color="#000000">The GM</font>
          </h2>
          <p>
            <font color="#000000">I begin with the GM because he is, arguably, the most important
person in the game. He creates the whole world and comes up with most of the events
in it. Obviously if your character is made up contrary to his requirements, you're
going to have problems.</font>
          </p>
          <p>
            <font color="#000000">Most GM's don't sit around making up restrictions on character
creation just to annoy their players. Players are so easy to annoy that it's not worth
the effort. When the GM limits character choices, he usually has a reason.</font>
          </p>
          <h3>
            <font color="#000000">Plot</font>
          </h3>
          <p>
            <font color="#000000">Sometimes the GM will limit character choices so that all the
PC's will fit into the story he intends to run. For example, take a Star Wars game.
Star Wars is a nearly limitless setting, with potential for a wide variety of characters.
However, if the GM is running a game about Imperial Military cadets who realize the
Empire is wrong and defect, all the PC's will have to be human, mostly male, and of
military background. None of them should have much Force training, either. Lots of
other people exist in the Star Wars universe, but none of those characters would be
appropriate to that specific game.</font>
          </p>
          <p>
            <font color="#000000">The plot doesn't have to be quite that restrictive, but most
games that have a more coherent basis than "you all meet in a tavern…" will have some
limits on acceptable character types. Here's an example from my sordid gaming past.</font>
          </p>
          <p>
            <font color="#000000">About a year ago I tried to set up a Changeling game. My Chronicle
concerned the fictional city of Scarborough, which was a Duchy in the Kingdom of Pacifica.
The plot was going to be about the sudden disappearance of all the Grump Nobles, which
would cast the city into chaos. I told the players they were supposed to play young
nobles, mostly Knights &amp; Squires, but some more powerful nobles would be fine.
I asked them for concepts.</font>
          </p>
          <p>
            <font color="#000000">A little over a week later, I had a collection of concepts for
several people who would logically hang out with some Faerie nobles, but nobody was
playing a noble. Not one character had the Title or Freehold advantages.</font>
          </p>
          <p>
            <font color="#000000">I could have still run the game, but it would have looked a
lot different. Commoners would get a different reception from local nobles, and would
have different standards of behavior. Without Freeholds to protect, there was nothing
to keep the Company in one place, which was something I wanted. In some ways, not
having at least one noble would have made the game a lot harder. Commoners wouldn't
be able to issue orders or command troops, which meant I'd have to work around those
parts of the plot.</font>
          </p>
          <p>
            <font color="#000000">Anyway, we negotiated for quite a while. In the meantime, someone
else ran a pretty rocking Pendragon game, and eventually my Changeling Chronicle turned
into a Vampire game, which was a lot of fun, but totally different.</font>
          </p>
          <h3>
            <font color="#000000">Play Balance</font>
          </h3>
          <p>
            <font color="#000000">A lot of times, the GM will restrict access to some types of
characters because they unbalance the game. A World of Darkness game might be open
to Vampires, Wraiths, and Changelings, but not to Garou and Mages. Both of the latter
have the ability to span worlds in ways that the three former do not. Besides, at
low levels a Garou is a lot stronger than any other starting level character, and
from mid to high levels, a Mage is vastly superior to any other character. With a
little work the Kindred, Wraiths, and Changelings fit together. (It sounds like a
weird game to me, though.)</font>
          </p>
          <p>
            <font color="#000000">Superhero games have a lot of balance issues. In the comics
Superman and Batman can team up because the writers can manipulate things so that
both characters get a chance to shine. In a game, the GM has it a little harder. While
Batman is The Detective, one of the smartest guys alive, the guy playing him in your
game didn't have the luxury of watching his incredibly wealthy parents get gunned
down in a mugging. He's probably not much smarter than the guy playing Superman, and
Superman is built on five zillion points.</font>
          </p>
          <h3>
            <font color="#000000">Preference</font>
          </h3>
          <p>
            <font color="#000000">Sometimes the GM won't let you play something just because he
doesn't like it. While this is arbitrary and somewhat unfair, it is not wise to fight
too much over these issues. If the GM doesn't like your character type, he's probably
going to be harder on you than he would otherwise be. Besides, sometimes his opinions
have good reasoning behind them.</font>
          </p>
          <p>
            <font color="#000000">When I ran Shadow Run, I never allowed any PC Deckers. The reason
was simple. The Matrix rules were slow and clunky, so for the Decker to get to do
his thing, I had to leave the rest of the players hanging for long periods of time.
On the other side of the coin, the Decker wasn't good for much in social situations,
or in combat, so his player would be bored whenever the other players were doing their
things.</font>
          </p>
          <p>
            <font color="#000000">Eventually, my players started getting interested in the Matrix,
so I compromised. I wrote set of quickie Matrix rules to handle things like trying
to override the security on a door and so-forth, and allowed "split-class" Deckers.
A couple of the interested players had their characters take up Decking as a sideline
to their usual activities. If they wanted to do dedicated Matrix runs, we handled
them as one-on-one sessions. Otherwise I just used a simple skill check system.</font>
          </p>
          <p>
            <font color="#000000">Several other GM's I've talked to use the same general guidelines.
A PC who's designed not to interact with the rest of the group is kind of annoying.</font>
          </p>
          <p>
            <font color="#000000">As a side note, I don't mind Netrunners in Cyberpunk. The Cyberpunk
Net rules are a little more flexible, and the Decker can practically go on the run
with the rest of the team. SR3 may have gotten past most of my objections, too. I
haven't had the chance to play it yet.</font>
          </p>
          <h2>
            <font color="#000000">The Other Players</font>
          </h2>
          <p>
            <font color="#000000">The fact that you need to get along with the other players is
just as obvious as the fact that you need to stay on the GM's good side. There are
two big issues you need to consider about the other players. The first is Character
Ability. The second is Personality.</font>
          </p>
          <h3>
            <font color="#000000">Character Ability</font>
          </h3>
          <p>
            <font color="#000000">Ideally, every character in your party will have a specialty.
The group will need a wide range of abilities in order to be successful, and no single
character is likely to be powerful enough to possess them all. Specialization is the
key. In D&amp;D this is spelled out for you. The Fighter fights. The Thief steals.
The Wizard casts spells, etc... </font>
          </p>
          <p>
            <font color="#000000">There's some overlapping, but in general every character class
has a role. So long as the Players pick different classes, there's not likely to be
any problems. In games without a class system, it's more confusing.</font>
          </p>
          <p>
            <font color="#000000">When you're designing your character, it's a good idea to talk
to the other players. Each of you should pick a role to fill. If two of you want to
play the "Magician," you should try to come up with sufficiently different Magicians
that they're not just carbon copies of each other.</font>
          </p>
          <h3>
            <font color="#000000">Personality</font>
          </h3>
          <p>
            <font color="#000000">This is the one that's going to get me into trouble. Most gamers
I know get a little hostile when someone suggests that they should play their characters
differently than they are. I do it myself. Nevertheless, it's a sad truth that sometimes
a character who's being roleplayed really, really well is still disruptive to the
game.</font>
          </p>
          <p>
            <font color="#000000">The primary example is the crazy character. Dragonlance Kinder,
Vampire: the masquerade Malkavians, and similar characters have some degree of insanity
built into them. Too many players portray these characters as utter clowns.</font>
          </p>
          <p>
            <font color="#000000">When you're playing a weird character, try to find a way to
portray his weirdness so that it enhances the game rather than disrupting it. If you
get the choice, pick personality quirk that makes your character more dramatic. I
briefly played a Malkavian named Piper in a LARP. Piper dressed in a ragged jacket
covered in buttons with cute sayings on them like "Maybe I'll become an evil genius
and destroy the world, and then I'll feel better." He played a bamboo flute, and never
spoke. He pantomimed everything and looked really pathetic.</font>
          </p>
          <p>
            <font color="#000000">If that was all there was to Piper he'd have been cute, but
ultimately annoying, and he wouldn't have really added anything to the game. But there
was more. Piper was a Sabbat infiltrator. His real derangement was Regression. Whenever
he was in serious danger he would curl up into a little ball and cry, and couldn't
really remember what had happened if he survived it. His whole silent clown persona
was an act designed to get people to underestimate him. Everybody thought he was harmless.
I overheard all sorts of juicy gossip while sitting in the corner playing the flute.
Beyond that, I managed to win the protection of one of the city's Primogen, and I
got to vote in a Conclave. Nobody ever thought to ask me where I came from or who
my sire was.</font>
          </p>
          <p>
            <font color="#000000">Meanwhile, I was passing along everything I heard to the Sabbat.
In one session I got the names of all the Primogen, and cracked the Prince's mortal
ID. Later on, acting on my information, the Sabbat nearly killed half the vampires
in the city by blowing up one of the Elyssium buildings.</font>
          </p>
          <p>
            <font color="#000000">I was one session away from getting the Prince to take me home
with her before the game broke up and we shifted to Mind's Eye Theater, Revised. Pity.</font>
          </p>
          <p>
            <font color="#000000">The point is, though, that Piper was a very effective part of
the game because I made sure he would be. He was originally a "throwaway" character
I was just playing for a few sessions until I could work in my serious character,
so I could have just played him for laughs. Indeed, a lot of people liked Piper -
even after they found out he was the one who tried to blow them up.</font>
          </p>
          <p>
            <font color="#000000">After the weirdo, the next really problematic personality is
the Loner. The problem with Loners is they're really attractive to play. They have
great dramatic potential, and they're well represented in the literature. It's a lot
of fun to portray the hard-bitten cynic who wants nothing but to be left alone, and
relies on no one but himself. Unfortunately, your character has to work with a group
of other characters.</font>
          </p>
          <p>
            <font color="#000000">The key to pulling off the Loner is to build certain hooks into
his background so that he will be forced to put aside his misanthropic ways and cooperate.
In the X-Men movie, Wolverine is a great loner, but he's too good a guy, deep down,
to leave Rogue by the side of the road in the snow. Once he's taken responsibility
for her, he never lets it go, even when he's seen her safely in Xavier's. He's still
a loner, but he'll work with the other X-Men because he knows he needs their help.</font>
          </p>
          <p>
            <font color="#000000">You can use several traits to get around your loner's isolationist
tendencies without compromising his personality. A Code of Honor is good, as is some
sort of obligation. Maybe your character is a Samurai, and his Shogun ordered him
to work with the other PC's. He doesn't have to like them, but he does have to stay
with them. Possibly shared goals are enough. Maybe in your character's background
an evil overlord killed his little sister. If said evil overlord is one of the group's
enemies, the loner might join up with them for a better shot at revenge. If one of
the PC's happens to remind him of his slain sister, he's almost certain to remain.</font>
          </p>
          <p>
            <font color="#000000">There's no reason not to play him as very independent, either.
Just keep in mind that when you run off on your own the GM is likely to spend more
time with the other players. Try to handle your solo operations one-on-one with the
GM outside the regular session if possible.</font>
          </p>
          <p>
            <font color="#000000">Finally, purely psychopathic or sociopathic characters are hard
to work into a group (except in certain games). If you insist on playing a cold-blooded
murderer, and the rest of the group isn't of like mind, don't be surprised if your
character ends up being sent to jail or killed by his supposed allies.</font>
          </p>
          <h2>
            <font color="#000000">You</font>
          </h2>
          <p>
            <font color="#000000">It's actually pretty unlikely that you need help with making
up a character you enjoy, but there are a couple of things to look out for.</font>
          </p>
          <h3>
            <font color="#000000">The One Trick Pony</font>
          </h3>
          <p>
            <font color="#000000">When you're making up a character, you should try to make up
a reasonably well-rounded individual. It's perfectly OK to make up the super swordsman
for a fantasy game, but if all he's good for is swinging his sword, he's going to
be pretty boring most of the time. You should think about what else your swordsman
would have learned. If he's a nobleman, he should be reasonably adept at court. If
he learned to fight as a bandit, maybe he's had dealings with the underworld. He should
probably have a little bit of Healing or First Aid or whatever no matter what.</font>
          </p>
          <h3>
            <font color="#000000">Fun to Write, No Fun to Play</font>
          </h3>
          <p>
            <font color="#000000">This has only happened to me a few times. I've had a couple
of characters who were really interesting to write, but when it came time to play
them I didn't enjoy it. One was too much of a jerk for me to ever get sympathetic
about. One was very logically just too boring to do much with. A third one just scares
me. I still hear her voice in the dark of the night, and she won't go away...</font>
          </p>
          <p>
            <font color="#000000">Anyway, the point is make sure you'll enjoy acting out the actions
and thinking the thoughts of your character. If things go well, you'll be hanging
around with the guy for a long time.</font>
          </p>
          <h2>
            <font color="#000000">Closing Remarks</font>
          </h2>
          <p>
            <font color="#000000">OK, I've said quite a bit about what not to play, and why you
shouldn't play it, but now it's time to talk about what you want. You should always
get to play a character you enjoy, otherwise, why play at all? Here are a couple of
tactics for getting what you want.</font>
          </p>
          <p>
            <font color="#000000">First, figure out what you really want. Develop the personality
you want to play, a rough idea of the characteristics and abilities, and a background.
At the beginning, all three should be somewhat separate. Any of the three might not
work out, so you need to be ready to compromise. Generally, if the GM has objections
they'll relate to your character's stats or his background. If you don't get too attached
to any one aspect of your character in the early stages, you should be able to keep
a finished product that looks pretty much like what you had in mind.</font>
          </p>
          <p>
            <font color="#000000">Second, offer some choices. When I go into a game these days,
I usually outline three or four characters, any one of whom I'd enjoy playing. That
way the GM can pick the one he likes best. I can also choose the one that works best
with the other players without having to wait until everybody else is done to make
up my character. Making several characters also keeps me from getting too attached
to any one idea. Of course every so often I end up with three characters I really
want to play, and I can only play one.</font>
          </p>
          <p>
            <font color="#000000">I hope the guidelines above are useful to you. The next three
columns will focus on different aspects of character creation. After that, I'll do
four RPG.net exclusive columns. I don't have topics for those yet. I'm open for suggestions.
In fact, what I'd like to do is write the RPG.net exclusive columns based on your
input. Let me know in the forum, or by private e-mail, if there's anything you're
particularly interested in.</font>
          </p>
          <p>
            <font color="#000000">See you soon.</font>
          </p>
        </div>
        <img width="0" height="0" src="http://www.davidgoodner.com/aggbug.ashx?id=5fbaf2bb-824e-4162-8d2a-4df8a6dcd32b" />
      </body>
      <title>So You Wanna' Be a Hero?</title>
      <guid isPermaLink="false">http://www.davidgoodner.com/PermaLink,guid,5fbaf2bb-824e-4162-8d2a-4df8a6dcd32b.aspx</guid>
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      <pubDate>Thu, 28 Mar 2002 17:00:40 GMT</pubDate>
      <description>&lt;div class=text&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Welcome to my first article. I'd like to thank you in advance
for reading. "The Play's the Thing" is an interesting project for me. I started it
over a year ago on Sabledrake Magazine. If you're really impatient, you can go over
there and read ahead. You won't get everything, though, since I'm writing some columns
exclusively for RPG.net, and I'm editing these a little. While you're there, go read
my serial novel, Changeling Seed. It's in the first year archives.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;But that's not why we're here, so let's get back to business.
The Play's the Thing is about the player's job in an RPG. There are hordes of GM advice
columns, but I haven't run across a lot of advice aimed at the players. Of course
the GM has a lot more to do than any single player, so maybe that's fair, but I still
think there's room for some player advice.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I'm not egotistical enough to say I can make you a better gamer,
but I hope my ideas can help you, or maybe just show you an interesting way of looking
at things. What I plan to do is take a single aspect of playing RPGs and look at it
in different ways. The first four columns are about character creation. I have ideas
for columns on group dynamics, character development, and possibly on playing in different
genres, but that's a long way off.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Before we begin though, I'll tell you a little about myself. I've
been gaming for over 20 years. My first game was Dungeons &amp;amp; Dragons. I played
all through junior high and high school, moving gradually into science fiction, superheroes,
cyberpunk, and horror.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Most of the ideas I'm going to talk about in this column emerged
during a very long Shadow Run game that I started GM-ing in 1991 and played all through
92. In that time our group moved through two GM's and started on a second generation
of characters. All of us were in college, with sufficient control over our own lives
that if we wanted to spend all weekend gaming nobody could really stop us. Naturally,
we played a lot. It was fun, possibly the most fun I've ever had gaming.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I'm more of a writer than an actor, so I spend a lot of time defining
things, working out their details, and describing them. I tend to write tons of things
that the other players never see, just to get into character. When I'm the GM, I try
to integrate all the elements of the game the same way I put together all the elements
of a story when I'm writing. Then, if I'm lucky, the rest is pretty easy. All the
pieces fit together so well that the game just runs itself.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I also believe the most important thing in any game is the Player
Characters. If the game was a movie, they should be the first people to get their
names in the credits. Otherwise, the game should be focusing on the people who would.
So, what better place to start than...&lt;/font&gt;
&lt;/p&gt;
&lt;h1&gt;&lt;font color=#000000&gt;Character Creation&lt;/font&gt;
&lt;/h1&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The theme for next four columns is character creation. Part 1
will cover how to integrate a character into the game. Parts 2, 3, and 4 will describe
different philosophies of character creation.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;To create a character as an integrated part of the story, you
need to keep three sets of people in mind. First, you need to work within the GM's
guidelines. Second, you need to create a character who works well with the other characters.
Finally, you need to create a character who you will enjoy playing. ("Well, duh,"
you say, but you'll see what I mean later.)&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The GM&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I begin with the GM because he is, arguably, the most important
person in the game. He creates the whole world and comes up with most of the events
in it. Obviously if your character is made up contrary to his requirements, you're
going to have problems.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Most GM's don't sit around making up restrictions on character
creation just to annoy their players. Players are so easy to annoy that it's not worth
the effort. When the GM limits character choices, he usually has a reason.&lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Plot&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Sometimes the GM will limit character choices so that all the
PC's will fit into the story he intends to run. For example, take a Star Wars game.
Star Wars is a nearly limitless setting, with potential for a wide variety of characters.
However, if the GM is running a game about Imperial Military cadets who realize the
Empire is wrong and defect, all the PC's will have to be human, mostly male, and of
military background. None of them should have much Force training, either. Lots of
other people exist in the Star Wars universe, but none of those characters would be
appropriate to that specific game.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The plot doesn't have to be quite that restrictive, but most games
that have a more coherent basis than "you all meet in a tavern…" will have some limits
on acceptable character types. Here's an example from my sordid gaming past.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;About a year ago I tried to set up a Changeling game. My Chronicle
concerned the fictional city of Scarborough, which was a Duchy in the Kingdom of Pacifica.
The plot was going to be about the sudden disappearance of all the Grump Nobles, which
would cast the city into chaos. I told the players they were supposed to play young
nobles, mostly Knights &amp;amp; Squires, but some more powerful nobles would be fine.
I asked them for concepts.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A little over a week later, I had a collection of concepts for
several people who would logically hang out with some Faerie nobles, but nobody was
playing a noble. Not one character had the Title or Freehold advantages.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I could have still run the game, but it would have looked a lot
different. Commoners would get a different reception from local nobles, and would
have different standards of behavior. Without Freeholds to protect, there was nothing
to keep the Company in one place, which was something I wanted. In some ways, not
having at least one noble would have made the game a lot harder. Commoners wouldn't
be able to issue orders or command troops, which meant I'd have to work around those
parts of the plot.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Anyway, we negotiated for quite a while. In the meantime, someone
else ran a pretty rocking Pendragon game, and eventually my Changeling Chronicle turned
into a Vampire game, which was a lot of fun, but totally different.&lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Play Balance&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;A lot of times, the GM will restrict access to some types of characters
because they unbalance the game. A World of Darkness game might be open to Vampires,
Wraiths, and Changelings, but not to Garou and Mages. Both of the latter have the
ability to span worlds in ways that the three former do not. Besides, at low levels
a Garou is a lot stronger than any other starting level character, and from mid to
high levels, a Mage is vastly superior to any other character. With a little work
the Kindred, Wraiths, and Changelings fit together. (It sounds like a weird game to
me, though.)&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Superhero games have a lot of balance issues. In the comics Superman
and Batman can team up because the writers can manipulate things so that both characters
get a chance to shine. In a game, the GM has it a little harder. While Batman is The
Detective, one of the smartest guys alive, the guy playing him in your game didn't
have the luxury of watching his incredibly wealthy parents get gunned down in a mugging.
He's probably not much smarter than the guy playing Superman, and Superman is built
on five zillion points.&lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Preference&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Sometimes the GM won't let you play something just because he
doesn't like it. While this is arbitrary and somewhat unfair, it is not wise to fight
too much over these issues. If the GM doesn't like your character type, he's probably
going to be harder on you than he would otherwise be. Besides, sometimes his opinions
have good reasoning behind them.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;When I ran Shadow Run, I never allowed any PC Deckers. The reason
was simple. The Matrix rules were slow and clunky, so for the Decker to get to do
his thing, I had to leave the rest of the players hanging for long periods of time.
On the other side of the coin, the Decker wasn't good for much in social situations,
or in combat, so his player would be bored whenever the other players were doing their
things.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Eventually, my players started getting interested in the Matrix,
so I compromised. I wrote set of quickie Matrix rules to handle things like trying
to override the security on a door and so-forth, and allowed "split-class" Deckers.
A couple of the interested players had their characters take up Decking as a sideline
to their usual activities. If they wanted to do dedicated Matrix runs, we handled
them as one-on-one sessions. Otherwise I just used a simple skill check system.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Several other GM's I've talked to use the same general guidelines.
A PC who's designed not to interact with the rest of the group is kind of annoying.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;As a side note, I don't mind Netrunners in Cyberpunk. The Cyberpunk
Net rules are a little more flexible, and the Decker can practically go on the run
with the rest of the team. SR3 may have gotten past most of my objections, too. I
haven't had the chance to play it yet.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;The Other Players&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The fact that you need to get along with the other players is
just as obvious as the fact that you need to stay on the GM's good side. There are
two big issues you need to consider about the other players. The first is Character
Ability. The second is Personality.&lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Character Ability&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Ideally, every character in your party will have a specialty.
The group will need a wide range of abilities in order to be successful, and no single
character is likely to be powerful enough to possess them all. Specialization is the
key. In D&amp;amp;D this is spelled out for you. The Fighter fights. The Thief steals.
The Wizard casts spells, etc... &lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There's some overlapping, but in general every character class
has a role. So long as the Players pick different classes, there's not likely to be
any problems. In games without a class system, it's more confusing.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;When you're designing your character, it's a good idea to talk
to the other players. Each of you should pick a role to fill. If two of you want to
play the "Magician," you should try to come up with sufficiently different Magicians
that they're not just carbon copies of each other.&lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Personality&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This is the one that's going to get me into trouble. Most gamers
I know get a little hostile when someone suggests that they should play their characters
differently than they are. I do it myself. Nevertheless, it's a sad truth that sometimes
a character who's being roleplayed really, really well is still disruptive to the
game.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The primary example is the crazy character. Dragonlance Kinder,
Vampire: the masquerade Malkavians, and similar characters have some degree of insanity
built into them. Too many players portray these characters as utter clowns.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;When you're playing a weird character, try to find a way to portray
his weirdness so that it enhances the game rather than disrupting it. If you get the
choice, pick personality quirk that makes your character more dramatic. I briefly
played a Malkavian named Piper in a LARP. Piper dressed in a ragged jacket covered
in buttons with cute sayings on them like "Maybe I'll become an evil genius and destroy
the world, and then I'll feel better." He played a bamboo flute, and never spoke.
He pantomimed everything and looked really pathetic.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;If that was all there was to Piper he'd have been cute, but ultimately
annoying, and he wouldn't have really added anything to the game. But there was more.
Piper was a Sabbat infiltrator. His real derangement was Regression. Whenever he was
in serious danger he would curl up into a little ball and cry, and couldn't really
remember what had happened if he survived it. His whole silent clown persona was an
act designed to get people to underestimate him. Everybody thought he was harmless.
I overheard all sorts of juicy gossip while sitting in the corner playing the flute.
Beyond that, I managed to win the protection of one of the city's Primogen, and I
got to vote in a Conclave. Nobody ever thought to ask me where I came from or who
my sire was.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Meanwhile, I was passing along everything I heard to the Sabbat.
In one session I got the names of all the Primogen, and cracked the Prince's mortal
ID. Later on, acting on my information, the Sabbat nearly killed half the vampires
in the city by blowing up one of the Elyssium buildings.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I was one session away from getting the Prince to take me home
with her before the game broke up and we shifted to Mind's Eye Theater, Revised. Pity.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The point is, though, that Piper was a very effective part of
the game because I made sure he would be. He was originally a "throwaway" character
I was just playing for a few sessions until I could work in my serious character,
so I could have just played him for laughs. Indeed, a lot of people liked Piper -
even after they found out he was the one who tried to blow them up.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;After the weirdo, the next really problematic personality is the
Loner. The problem with Loners is they're really attractive to play. They have great
dramatic potential, and they're well represented in the literature. It's a lot of
fun to portray the hard-bitten cynic who wants nothing but to be left alone, and relies
on no one but himself. Unfortunately, your character has to work with a group of other
characters.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;The key to pulling off the Loner is to build certain hooks into
his background so that he will be forced to put aside his misanthropic ways and cooperate.
In the X-Men movie, Wolverine is a great loner, but he's too good a guy, deep down,
to leave Rogue by the side of the road in the snow. Once he's taken responsibility
for her, he never lets it go, even when he's seen her safely in Xavier's. He's still
a loner, but he'll work with the other X-Men because he knows he needs their help.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;You can use several traits to get around your loner's isolationist
tendencies without compromising his personality. A Code of Honor is good, as is some
sort of obligation. Maybe your character is a Samurai, and his Shogun ordered him
to work with the other PC's. He doesn't have to like them, but he does have to stay
with them. Possibly shared goals are enough. Maybe in your character's background
an evil overlord killed his little sister. If said evil overlord is one of the group's
enemies, the loner might join up with them for a better shot at revenge. If one of
the PC's happens to remind him of his slain sister, he's almost certain to remain.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;There's no reason not to play him as very independent, either.
Just keep in mind that when you run off on your own the GM is likely to spend more
time with the other players. Try to handle your solo operations one-on-one with the
GM outside the regular session if possible.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Finally, purely psychopathic or sociopathic characters are hard
to work into a group (except in certain games). If you insist on playing a cold-blooded
murderer, and the rest of the group isn't of like mind, don't be surprised if your
character ends up being sent to jail or killed by his supposed allies.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;You&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;It's actually pretty unlikely that you need help with making up
a character you enjoy, but there are a couple of things to look out for.&lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;The One Trick Pony&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;When you're making up a character, you should try to make up a
reasonably well-rounded individual. It's perfectly OK to make up the super swordsman
for a fantasy game, but if all he's good for is swinging his sword, he's going to
be pretty boring most of the time. You should think about what else your swordsman
would have learned. If he's a nobleman, he should be reasonably adept at court. If
he learned to fight as a bandit, maybe he's had dealings with the underworld. He should
probably have a little bit of Healing or First Aid or whatever no matter what.&lt;/font&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;font color=#000000&gt;Fun to Write, No Fun to Play&lt;/font&gt;
&lt;/h3&gt;
&lt;p&gt;
&lt;font color=#000000&gt;This has only happened to me a few times. I've had a couple of
characters who were really interesting to write, but when it came time to play them
I didn't enjoy it. One was too much of a jerk for me to ever get sympathetic about.
One was very logically just too boring to do much with. A third one just scares me.
I still hear her voice in the dark of the night, and she won't go away...&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Anyway, the point is make sure you'll enjoy acting out the actions
and thinking the thoughts of your character. If things go well, you'll be hanging
around with the guy for a long time.&lt;/font&gt;
&lt;/p&gt;
&lt;h2&gt;&lt;font color=#000000&gt;Closing Remarks&lt;/font&gt;
&lt;/h2&gt;
&lt;p&gt;
&lt;font color=#000000&gt;OK, I've said quite a bit about what not to play, and why you
shouldn't play it, but now it's time to talk about what you want. You should always
get to play a character you enjoy, otherwise, why play at all? Here are a couple of
tactics for getting what you want.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;First, figure out what you really want. Develop the personality
you want to play, a rough idea of the characteristics and abilities, and a background.
At the beginning, all three should be somewhat separate. Any of the three might not
work out, so you need to be ready to compromise. Generally, if the GM has objections
they'll relate to your character's stats or his background. If you don't get too attached
to any one aspect of your character in the early stages, you should be able to keep
a finished product that looks pretty much like what you had in mind.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;Second, offer some choices. When I go into a game these days,
I usually outline three or four characters, any one of whom I'd enjoy playing. That
way the GM can pick the one he likes best. I can also choose the one that works best
with the other players without having to wait until everybody else is done to make
up my character. Making several characters also keeps me from getting too attached
to any one idea. Of course every so often I end up with three characters I really
want to play, and I can only play one.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;I hope the guidelines above are useful to you. The next three
columns will focus on different aspects of character creation. After that, I'll do
four RPG.net exclusive columns. I don't have topics for those yet. I'm open for suggestions.
In fact, what I'd like to do is write the RPG.net exclusive columns based on your
input. Let me know in the forum, or by private e-mail, if there's anything you're
particularly interested in.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color=#000000&gt;See you soon.&lt;/font&gt;
&lt;/p&gt;
&lt;/div&gt;
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