The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 06:50:43 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
RPG Theory
regarding character ownership
Pages:
1
[
2
]
« previous
next »
Author
Topic: regarding character ownership (Read 1520 times)
Matt Wilson
Acts of Evil Playtesters
Member
Posts: 1121
student, second edition
regarding character ownership
«
Reply #15 on:
March 28, 2003, 09:45:50 AM »
Quote from: Mike Holmes
But in this game, the area that's been given to the player to adjudicate seems to be transfered to the other player at some point. And that's where the line seems to get crossed to me. Apparenly, Clinton feels guilty about narrating that the character is gunshy because normally that would fall under the purview of the other player.
So, what I'd suggest is one of two things. One thing you could do is to get the players used to the idea right away that they are not the only ones that control "thier" characters. For example, after chargen, you could do an entire scene where each character is played by the player sitting to the left of the "owning" player. To break the ice in this manner. Some means by which all the participants are broken of the illusion of complete ownership. Or, better stated, some means by which the players are informed that the characters are shared property. OTOH, that may still not sit well with some players (especially traditional players).
Another idea would be to simply limit the ability of the player to hose the player during a setback to external influences only. That way, the player is simply taking the normal role of the GM for purposes of narrating the damage done to the other character. Which shouldn't bother anyone.
Mike: I think that's it. It's not so much "hosing" a character as it is imposing a certain kind of character development. A setback that says, "you slip and fall," doesn't say anything about the character, but "you collapse and start crying" may contradict the opinions of the player who created that character, and that was tough to say as it was the first episode of the game. Maybe the rule needs to be that if you want to incite emotions or character qualities, they have to build on something that's already been established. So if, for example, everyone knows my character is a coward, they wouldn't feel so awkward about narrating a setback to say "your character runs and hides."
Logged
-Matt
Dog-eared Designs
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
regarding character ownership
«
Reply #16 on:
March 28, 2003, 11:47:40 AM »
Well, the person to ask is Clinton. Would that have made a difference, do you think, Clinton?
What you could do is have players take "flaws" (assuming they don't already), and the hosing players have to stick to the flaws. The idea being that the player selecting the flaws understands that he's allowing the other players to define the character's weakness in these specific realms.
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
Clinton R. Nixon
Member
Posts: 2624
regarding character ownership
«
Reply #17 on:
March 28, 2003, 11:54:51 AM »
Actually, adding a little social contract to the system worked perfectly. We played again last night with the rule: "Anyone can come up with a Setback, but it has to be approved by the character's player." So, I was fine with doing things like having a small ape-like creature leap on a character as if the character was its mother, putting that character into a hard situation; or having another character suddenly realize the alien that he was fighting was a woman, straining his morals, because in each instance, it was a proposal to the controlling player, not a statement.
Logged
Clinton R. Nixon
CRN Games
Pages:
1
[
2
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum