Post by Admin Archon on Nov 13, 2010 11:55:30 GMT -8
We all enjoy angst and drama to a degree; it's what builds stories and causes characters to change and adapt. No character—or RL individual, for that matter—would ever really develop if they were too comfortable in their niche.
But there are limits.
As I said elsewhere, drama and angst are like salt: a little makes the dish, too much spoils the meal. A character that brings conflict to the table is all well and good, but the player behind this character needs to accept that the character will face reactions to what they choose to have their character do in play.
If, for instance, one has a hot-tempered, antagonistic character that tends to be verbally abusive to others on his team, the possibility exists that a 'bigger fish' is going to take a bite out of his ass when he gets fed up. Someone that frequently loses control of their abilities is not going to be placed in situations where that will have adverse effects. And someone that is overly dramatic and emotional may find themselves told to 'grow the fuck up'.
I should not have to spell straight out that a character is causing friction. The reactions of others and the impact on the game should be a sufficient indicator as to how a character is fitting in (or not). A player needs the ability not just to write a compelling character, but adapt that character into the situation in which they have found themselves. Not to follow these cues means this character may find themselves on the outside and looking in, ten steps backward from where they started in play.
One of the most major differences between roleplaying and the writing of fanfic is that it is interactive. The players—and the GM— can have no real guarantee of the reaction to other characters to the things they have their character do. Even innocent jokes can backfire; pouring one's heart out to another character can be met with a surprising indifference. And, an overplay of drama and angst for its own sake can cause other characters to withdraw from the 'griefer' in their midst.
It's not fair to expect everyone else to adapt to your characters' idiosyncrasies while refusing to allow your character to adapt and take cues from the reactions of those around you.
But there are limits.
As I said elsewhere, drama and angst are like salt: a little makes the dish, too much spoils the meal. A character that brings conflict to the table is all well and good, but the player behind this character needs to accept that the character will face reactions to what they choose to have their character do in play.
If, for instance, one has a hot-tempered, antagonistic character that tends to be verbally abusive to others on his team, the possibility exists that a 'bigger fish' is going to take a bite out of his ass when he gets fed up. Someone that frequently loses control of their abilities is not going to be placed in situations where that will have adverse effects. And someone that is overly dramatic and emotional may find themselves told to 'grow the fuck up'.
I should not have to spell straight out that a character is causing friction. The reactions of others and the impact on the game should be a sufficient indicator as to how a character is fitting in (or not). A player needs the ability not just to write a compelling character, but adapt that character into the situation in which they have found themselves. Not to follow these cues means this character may find themselves on the outside and looking in, ten steps backward from where they started in play.
One of the most major differences between roleplaying and the writing of fanfic is that it is interactive. The players—and the GM— can have no real guarantee of the reaction to other characters to the things they have their character do. Even innocent jokes can backfire; pouring one's heart out to another character can be met with a surprising indifference. And, an overplay of drama and angst for its own sake can cause other characters to withdraw from the 'griefer' in their midst.
It's not fair to expect everyone else to adapt to your characters' idiosyncrasies while refusing to allow your character to adapt and take cues from the reactions of those around you.