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Started by alexandria2000, October 12, 2004, 01:36:04 PM
QuoteWell done for quitting that group, you deserve better than that from your game sessions. I hope this thread contributes in some way to helping you find it, and keep it, with your new group.
Quote from: alexandria2000Hi. Long time lurker, and I don't think I've ever posted. I'm better known over on RPGnet. But an old thread here in Actual Play slapped me in the face and said 'you need to read this.' It was on 'turtling' players. And in the thread was this:QuoteJeez, I feel like I'm trying to psychoanalyze this guy on the basis of a few posts... but he sounds really anxious. I wonder if a lot of his behavior -- the anxious chatter, the refusal to engage, the intense reaction to criticism -- is related to a form of social anxiety. He may not be as frightened for his character as he is afraid of looking foolish or inept in front of other players. This is, of course, a vicious circle, because the more anxious and obstructive he gets, the more negative feedback he gets, which drives his anxiety up another notch.This, I hate to say, describes my playstyle and emotional state at the table in a nutshell, and it's making me utterly miserable. Recently I quit all my games but one, because I get so anxious about play. Yes, I turtle. However, it's *not* because I'm afraid of anything happening to my character (which is what many of them think) - it's because I can't think on the fly of what my character's going to, or should, do or say. I quite literally get panicky when it's my turn - can I think of something to do that will fit into the game that everyone else can enjoy?
QuoteJeez, I feel like I'm trying to psychoanalyze this guy on the basis of a few posts... but he sounds really anxious. I wonder if a lot of his behavior -- the anxious chatter, the refusal to engage, the intense reaction to criticism -- is related to a form of social anxiety. He may not be as frightened for his character as he is afraid of looking foolish or inept in front of other players. This is, of course, a vicious circle, because the more anxious and obstructive he gets, the more negative feedback he gets, which drives his anxiety up another notch.
QuoteIn most cases, no. And 'so, what're you going to do?' does not help matters any. I end up feeling utterly stupid at the table, and thus no fun is had.Here's an example - the one, actually, that made me say goodbye to most games I was in.Superhero campaign. I'm playing a teleporting, triplicating girl who isn't very fond of being a superhero, but she does it because 1) it's what her superheroic family would expect of her, and 2) she regards it as a form of competition with her twin brother, who's been in 'the life' since he was fifteen. But in a way, she's beginning to get a thrill from superherodom.In her group, there was a guy with a katana, and her brother, who was a gadgeteer in a power suit. We were lead by the GM's NPC, a out-and-out brawler with absorption abilities. Anyway. Recently, the game went the way of Apocalypse - the two major NPC villians pretty much put America to the sword with a few carefully placed strikes. And in time, it fell to our group to try and wrench some order out of all the chaos.We're sent to Chicago on a mission to re-establish contact with an agent. When we get there, we're completely hammered by a passing speedfreak villain (one blow and I'm knocked unconsious and in the river for the rest of the fight). Okay, whatever. Brush that off, head to City Hall, where said villainness said we could possibly find who we're looking for. There, we discover it's been taken over by a gang. Said gang's leader has no idea who the fritz we're talking about. However, said gang has also taken most of the people in City Hall hostage. Given that they're not in the room, we have no idea where these people are. And then we're surrounded. 40+ gangsters and their leader, seems like. Okay, obvious combat situation. However, I was trying to figure out what I needed to know, as our group is not exactly primed for combat. How big is the room? What's in it? Can we hear the hostages anywhere? What are these gangsters carrying? Do any of them look vaguely superhuman?Hell, why the heck are we *here* if what we're looking for is nowhere near here?And that's when the GM says "Okay, when are you guys going to quit talking and be fucking superheroes?"
QuoteAnd that's when I completely shut down. I just couldn't do it anymore. I just picked up my stuff and left, and resigned from the game shortly afterwards. And then I cut down my games to just one - primarily because the people in those games were in all the others as well, and I don't feel comfortable gaming with them anymore. I find out later some of them are very happy about this because I've annoyed them with my behavior before. However, none of them had said anything...Now, how can I fix this behavior? Maybe it's simply a matter of needing a new gaming group - the one game I'm in I'm enjoying because all but one of them are new people. Maybe I should be in smaller games, as well. I'm presently running a game for my husband and a couple of people, and I feel comfortable doing that. I also game online, and I have less problems there too - I get the time to think and write out what I want to say and do. However, I'm more concerned about my tabletop abilities. I've also noticed that I feel better when there are less dice on the table and I have to worry less about dice pools and whether what I'm about to do will succeed based on a roll. Maybe I should make characters that are more combat-oriented, instead of social? However, I feel like a twink whenever I load lots of points into melee or Martial Arts or what have you, and tend for 'jack of all trades' type characters, or what I know best - being the info pool. Any suggestions? I really want to fix this and have fun gaming, but this is my big brick wall I can't see a way past right now.-utterly miserable A2K
QuoteI spoke to the GM at length about this after the session in which I quit, and offered to make another character instead - something that better fit the new direction he was taking. Something more combat oriented. Since my character was the main means of group transportation, I offered to let him take her as an NPC, and I'll think of something else. Instead, he suggested ways I could improve the present PC's combat capabilities. And I felt that he wasn't listening. She doesn't *fit*. So I dropped the game totally. His style doesn't fit mine, I suppose.
QuoteDoug Ruff wrote: I'd like to answer your question with some more questions, hope you don't mind. Firstly, about something you said: (snipped) Do you feel generally unable to think of anything that your character could do, or is it a need to make your action entertaining that gets in the way of your choices?(A2K) 1. It's often a cross between the two. And I think it's partially because I can't *picture* what's in front of my character. I play lots of Exalted, and there's less of that problem there, because most GMs tend to give you plenty of setting to stunt off of. The setting is as much a part of the combat as what you're doing. Once I see what the setting is like, I can start coming up with stuff to do. As for having trouble *saying* things, this is the more aggravating of both of 'em. I know what my character is like, I know how he'll react...but I open my mouth and all I can get out is 'oh', or stutter out something relatively inane that does nothing to forward the conversation.
QuoteTonyLB wrote: And, to add one question to Ron's excellent ones: You say that you prefer running Jack of All Trades characters to (for instance) big dumb brutes whose response to conflict is to pound it flat. When you did play such a hulking brute what were the specific problems you encountered? (A2K)Simply put, I was *bored*. Whee, combat. . o O (anything else happening?) It seems that a lot of GMs in my experience look at a combat-intensive character and then say 'look, fighter. He needs no plot.' Someone once suggested to me that I just make a character, and give him very little background. Maybe then I'd have fun, because the character would develop in-game. I don't get this, because I don't think that way. I like characters that have *reasons* for what they do, even if it was just a boy who inherited his grandfather's sword. If I was going to play anything that 'pounded things flat', I'd probably go grab a Paladin and play that. Why? Because he's kicking ass for God (insert deity of choice here). Why is he a Paladin? What happened to him to make him choose this path, since it's not the easiest of vocations. Even though you're told to go slay evil for God, determining what's evil and what's not is a daily trial, and even then people who have done wrong are deserving of mercy and direction. And then I'd throw in 'He loves his god, but he really hates people who just 'phone it in'." And then branch off with a bunch of contacts and rivals that made him what he is today. There, character. Some people argue that's too much info for a starting character. But without that, I couldn't even *think* of playing them.
QuoteI feel a lot better now. Turtling may just be my bane, but it might not matter if I'm with a group who gives me a chance to breathe and just *play*.
QuoteHowever, I was more concerned if there *was* a way of fixing my problem with turtling.
Quote from: alexandria2000It got frustrating because this is a superhero game, and was supposed to be four-color with a hint of gritty.If my character knew how to teleport by the time she was six, (she had the ability to teleport to the moon and back) she shouldn't be whiffing like this. Yet she did. Every Frigging Time. She even failed teleporting back to her house. When she was wide awake, totally rested, and not distracted by anything.
Quote from: hyphz(spot-on analysis snipped)The result is that character generation in Tri-Stat is based on making a tradeoff between having powerful abilities and having ones that work! This is quite frankly bizarre given the source material. In the comics, Spider-Man can do lots of things with his webs because he can use them so skillfully, but in Tri-Stat, if Spider-Man has the potential do lots of things with his webs, he has to pay back the points by not actually successfully doing any of those things very often.