The Forge Reference Project

 

Topic: Access to the inner world of characters
Started by: Johannes
Started on: 3/12/2003
Board: RPG Theory


On 3/12/2003 at 9:44am, Johannes wrote:
Access to the inner world of characters

The inner world (knowledge, desires, fears, moral etc.) of characters plays crucial role in most litterature. In litterature the reader is often given access to these inner worlds by some stylistic means like omnicient narration or inner focalization of a person or stream of conciousness. Even if the inner world of the characters in not explicitly represented in the text we assume they have one and make sense of the fictional events on the grounds of these assumtions. Sometimes a story is like a puzzle where we try to understand why a character did something.

In RPGs the access to the inner world of characters is usually quite limited. Normally players have access only to the inner world of their own PCs and the GM only to the inner workings of the NPCs. Because reception and production are interconnected in RPGs (a player is both an author and an audience member), this usually means that only players are allowed to determine the inner workings of their PCs and only GMs have the power over the inner worlds of the NPCs. Players even can become very territorial if somebody else is trying to determine the inner world of their character(s). There are of course significant objections to this rule like the mechanical handling of fear and panic or personality mechanics or social skills which can override the power of the player but the scope of these mechanics is usually limited.

I'm interested in hearing how has the usual, stereotypical pattern been broken in your games and how did the group react. I'm interested both in the reception aspect and the production aspect of this. I'm interested both in mechanics and informal cases. It would also be interesting to speculate about the significanse of this inner world convention, in the case of the plot for example.

Message 5539#55708

Previous & subsequent topics...
...started by Johannes
...in which Johannes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/12/2003




On 3/12/2003 at 4:33pm, Emily Care wrote:
RE: Access to the inner world of characters

Hello Johannes,

Interesting topic. I've not been in a game where there were specific mechanics addressing the internal world of a character, but I did act on sharing it a bit in a fairly free-form (rules light) campaign in which I took part.

Every so often, when inspired, I would do a monologue about what my character was thinking/feeling. This character was the newbie to the setting (Ars Magica covenant) and was tangled up in a murder mystery and various other plotlines, so the internal musings may have functioned similarly to a narrator's reflections in mystery fiction. The other players didn't seem to mind. I didn't hog spotlight time or anything. Just took a moment here and there. But I don't necessarily remember anyone else doing the same thing.

I actually only remember it because another player comment how I did that with this character, but never did it with my other main character: who happened to be an insane, telepathic former-serial killer. :) Ain't gaming grand.

Hope that is of some assistance.

Regards,
Emily Care

Message 5539#55747

Previous & subsequent topics...
...started by Emily Care
...in which Emily Care participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/12/2003




On 3/12/2003 at 4:47pm, Mike Holmes wrote:
RE: Access to the inner world of characters

Matt Snyder has been working on a game called Dreamspires which is, essentially, nothing but inner world issues. The whole thing seems to be a symbolic representation of the character's subconscious issues.

Now if Matt would only get to finishing it...

:-)

Also, the InSpectres "confessional" mechanic comes to mind as giving us insights in exactly the same manner that reality TV shows do.

Mike

Message 5539#55752

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/12/2003




On 3/12/2003 at 4:54pm, Ron Edwards wrote:
RE: Access to the inner world of characters

Hello,

I'd also call attention to the games which set characters' own attributes in opposition with one another, as in some applications of Sorcerer, and very definitely in Le Mon Mouri.

Best,
Ron

Message 5539#55753

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/12/2003




On 3/12/2003 at 6:09pm, Bankuei wrote:
RE: Access to the inner world of characters

I'd also like to point out that aside from literature, cinema and television are excellent media to look at in terms of showing "inner" issues without necessarily going into an internal monologue.

Most notably, in both media, characters are very vocal about how they feel, as well as very expressive. In terms of games, this is often skipped past for several reasons:

-Conflict and character are usually authored by the same person. In roleplaying, they are often handled by different folks. Conflict serves as an excellent way of defining a character's inner motivations(that "meaningful choice, if you will).

-Control over narrating how things go down is usually where important details that give away attitude, feeling, etc. are usually only in the hands of the GM.

-Scene framing solo scenes to let that kind of stuff play out is also usually solely in the hands of the GM far too often.

I think between these 3 issues, is the reason so many folks choose to simply hand narration control over to players, to solve the 3 simultaneously with minimal effort. The ability to define conflict, narrate the imaginary "cinematography" of it, and the ability to set up scenes where expression can play out, are all key towards giving more detail than the classic marvel comics, "Oh I hate you Fire-guy! You killed my family, blah,blah,blah!"

Chris

Message 5539#55769

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/12/2003




On 3/12/2003 at 6:17pm, Jack Spencer Jr wrote:
RE: Access to the inner world of characters

Bankuei wrote: I'd also like to point out that aside from literature, cinema and television are excellent media to look at in terms of showing "inner" issues without necessarily going into an internal monologue.


I'm just going to note an example here:

In Jaws when the chief is watching the beach, all worried that the shark might attack someone and suddenly the Kitner boy screams. They did a camera trick I believe is called a stretch where the background seemed to get further away while zooming in on Brody at the same time. This combined with the musical hit visually communicated that sinking feeling the character suddenly felt at that moment.

I mention it for two reasons.

When I called my brother and told him I had found a lump, we both flashed on that same scene from Jaws because it mirror what we both felt at that moment.

The camera trick was a method of comminucating the inner emotion of the character and it did so in a manner particular to the medium of film. It wouldn't work in Radio or print, for example. Is there a method for communicating inner emotions like this that are particular to the medium of RPGs?

Message 5539#55772

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/12/2003




On 3/12/2003 at 6:26pm, Bankuei wrote:
RE: Access to the inner world of characters

I know what camera trick you're speaking of, but unless you're with a bunch of cinema heads, its probably not going to fly well as a description in game. My recommendation is to stick to expression through character.

Some examples:

Exampleman (Sharp intake of breath) body goes lax, arms fall at side, object is dropped....(In order to do this, the player's body language can communicate a lot of the expression)

"Zoom in close on Exampleman's face!" (player's face is a look of utter shock)

Player closes eyes, head curls down into hands

A lot of emotional expression is best down by the player, and conveyed as the character. I'm not one of those folks who advocates jumping around and screaming as a roleplayer, but simple facial expressions and body expression can give so much more non-verbal communication. A lot of the non-verbal communication gets used as internal monologue in literature, turns into verbal communication in comics, but theatre, tv, and cinema it stays what it is: visual.

Chris

Message 5539#55773

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/12/2003




On 3/12/2003 at 8:55pm, Emily Care wrote:
RE: Access to the inner world of characters

Jack Spencer Jr wrote: The camera trick was a method of communicating the inner emotion of the character and it did so in a manner particular to the medium of film.


That is an expressionistic technique. This approach was used to great effect in early 20th century German film, and then in Film Noir. (Think looming dark shadow in an alleyway) The visual images reflect and heighten the emotions elicited by the plot in the viewers.

I don't advocate trying to use the same exact techniques in roleplaying, but there are visual aspects to rpg. Description, or color, for example. In addition to having players express emotions through their characters, one might use the world/setting etc to reflect the internal experience of the characters as is done in film. John LaViolette's idea for Court of 9 Chambers for players to describe descriptive elements comes to mind.

Color is often said to express tone in roleplaying, that's what it's ideal for. Though it could also come off as contrived or trite. Like the typical thing in films for it to rain when a character is sad (traditional pathetic fallacy). The setting/matter of the game would have to be suited to it.

But that's sort of outside-in if it's introduced by gm. Perhaps players could be encouraged to introduce elements related to their internal experience.

--Em Care

Message 5539#55801

Previous & subsequent topics...
...started by Emily Care
...in which Emily Care participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/12/2003




On 3/13/2003 at 2:06am, M. J. Young wrote:
RE: Access to the inner world of characters

I'm surprised no one has mentioned Wraith: The Oblivion. I haven't played it, but Seth (Ben-Ezra) raves about it at times. In many of the World of Darkness games there are mechanics attempting to drive the inner conflict of the characters, but in Wraith this reaches the level that another player at the table plays that aspect of the character's personality which is in conflict with his preferred desires. I don't know more about it than that, but it sounds like a fascinating experiment.

The closest I've gotten is the letters and journals approach. That is, when the game session is over, players are encouraged to write in-character "records" of the experience in a variety of media appropriate to their characters. I've done reports to a liege, personal journals, letters to a distant sister, and similar writings myself. At the beginning of the next session these are read aloud. It helps bring all the players to the same page of the story, as it were, as it recalls what happened "in our last episode", from the characters' perspectives. (It has a lot of other benefits. It helps players flesh out characters, as they have to think in character between games to write from the character's perspective; it cues the referee on what players are enjoying, because those are the things that will wind up reported, in general. It also encourages creativity, particularly if different characters in the party see events from peculiar perspectives, such as the fighter who thinks he carries the day and the wizard who thinks the fighter is all bluster.) Within the pages of these journals, players often express character feelings and perceptions, worries and tensions, sometimes creating fragments of personal history and expanding who the character is, which might not have been apparent in play--but once so expressed can be played upon during play. I remember once writing a journal entry in which I told how the equivalent of my character's high school girlfriend was killed in a sports exhibition accident, and in which I mentioned two other friends of ours who also were involved in such exhibitions. It was not long after that that my character heard that one of those friends was staying in a very strange place a mere two to three days away from the city in which he was staying, and began wondering about whether to try to reestablish old connections. So it does work, that is, it can enhance and expand role playing by revealing inner character thoughts and feelings even in so limited a context which later become important to play generally.

As to the camera example, what would be wrong with

As you scan the water, suddenly your eyes fall upon a boy, a familiar boy, clearly in trouble. For a moment, the rest of the world fades from view, and all you see is this child, desperately in need of aid that you are not sure you can render.
I think that has the same effect in second person description as that stretch shot has in film (although I've never seen Jaws).

--M. J. Young

Message 5539#55869

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/13/2003




On 3/13/2003 at 7:07am, Jack Spencer Jr wrote:
RE: Access to the inner world of characters

Bankuei wrote: I know what camera trick you're speaking of, but unless you're with a bunch of cinema heads, its probably not going to fly well as a description in game.

I wasn't suggesting using camera movement direction in an RPG to try to get the same effect but to illustrate how one medium has come to a point where the particulars of that medium are being used to reinforce theme/emotion/whatever to enhace said medium. If you watch an older movie, like say the original Miracle on 34th Street, it almost looks like they just used the same set-ups and staging of a stage production to shoot it. This is one of the reasons why Citizen Kane is held in such high regard. It doesn't look like that. It made use of the camera, the fact that this was going to be on film and manipulated the inages that were being recorded.

I can see RPGs as going through a similar period at some point, if it hasn't already, where the particulars or quirks of the medium are manipulated for effect in a way that is unique to the medium.

Message 5539#55905

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/13/2003




On 3/13/2003 at 8:47am, Johannes wrote:
RE: Access to the inner world of characters

Hi,

Interesting things have emerged. However I'd like to point on to a artificial but usefull distiction between direct access and indirect access. They are not actually separate categories but opposing poles in a continuum. Here's my definitions:

Direct access: audience (the players) can trust the information they recieve - given that the narrator is reliable (not lying or mistaken). The information is absolute in a sense. Inner monologue falls pretty much into this group. I'd also put the camera example towards this end. Also "My guy is pissed of." phrases during the game fall into this.

Indirect access: audience can trust the information they recieve to the extent that their own interpretations of it are right. Reasoning the emotions of character from its behavior falls into this.

The in-game journals and such fall somewhere between.

The idea of mediums representing inner worlds in their own unique ways is interesting but I'm having trouble coming up with RPG examples. Perhaps the mechanical representation of personality and emotion (see my opening post) is such a thing. I personally usually find these mechanics just annoying.

I think that there are at least two more issues that hinder the development of inner world representation in RPGs.

First, the players have unlimited access to their own characters. Because the players already know the inner world of their characters they don't bother with its representation. It's enough that it affects the behavior of the character.

Second, the direct representation of inner world gives the player information that the characters don't have (unless they are telepaths :-). This is against the common ideal that players as audience should be limited to the PoV of their characters which is thought to simulate reality well. Giving direct access brakes the illusion of real life.

EDIT: I forgot to write that I think that indirect access is well developped in RPGs but direct access is not. My original interest was with direct access but all insights on any access are wellcome.

Message 5539#55913

Previous & subsequent topics...
...started by Johannes
...in which Johannes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/13/2003




On 3/13/2003 at 4:43pm, Jack Spencer Jr wrote:
RE: Access to the inner world of characters

Johannes wrote: The idea of mediums representing inner worlds in their own unique ways is interesting but I'm having trouble coming up with RPG examples.

I also.

Perhaps there is no unique feature to RPGs but instead RPG is a unique collection or pre-existing features? Film is unique because of a technological development-- the motion picture camera. RPGs have not such development.
I think that there are at least two more issues that hinder the development of inner world representation in RPGs.

First, the players have unlimited access to their own characters. Because the players already know the inner world of their characters they don't bother with its representation. It's enough that it affects the behavior of the character.

Second, the direct representation of inner world gives the player information that the characters don't have (unless they are telepaths :-). This is against the common ideal that players as audience should be limited to the PoV of their characters which is thought to simulate reality well. Giving direct access brakes the illusion of real life.

And there are already games that break this assumption of avitarism in RPGs. Games like Universalis, and I suspect others are out there.

Message 5539#55967

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/13/2003




On 3/13/2003 at 6:23pm, Bankuei wrote:
RE: Access to the inner world of characters

I highly suspect that traditional oral history/storytelling probably has a good handle on the usage of oral description and communications that we're looking for. The problem is, we, as a written language culture, have moved away from the intimate familiarity in those tools.

Second, our visual culture is no longer based off of "real time" observables. Mentally, we have a whole new visual language of cuts, zooms, slow mo, sped up action, spin around matrix images, etc. Instead of comparing things to nature, we compare to movies, videos, tv shows, videogames etc. This area still has yet to define a common language(for the non-cinematographers, anyway).

While I doubt narration-wise("describing what happens") is much different than oral storytelling, I do know that our communal language of describing how it happens has certainly changed.

Chris

Message 5539#55995

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/13/2003




On 3/13/2003 at 6:54pm, clehrich wrote:
RE: Access to the inner world of characters

If your game foregrounds internal conflict issues (e.g. Sorcerer, apparently Wraith, etc.), one way to encourage internal narrative focus would be to stress the division between inside and outside. Suppose, for example, that you had a Sorcerer campaign in which all the PCs are apparently very stereotypical: pulp heroes, for example, or something of the kind. So upon meeting another sorcerer, you immediately know what he's supposed to be like. The thing is, as the game goes on you begin to discover that this guy does not always act as he should -- because of his demon(s). So part of the object of character interaction is to find out what's going on behind the mask.

This is a central design concept for my game Shadows in the Fog: every character has a mask, and pretty much tries to maintain the mask. As the other characters get to know him better, though, they begin to learn about what's behind the mask, and why he keeps it hidden.

Message 5539#56010

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/13/2003




On 3/13/2003 at 7:42pm, Ian Charvill wrote:
RE: Access to the inner world of characters

Jack Spencer Jr wrote:
Perhaps there is no unique feature to RPGs but instead RPG is a unique collection or pre-existing features? Film is unique because of a technological development-- the motion picture camera. RPGs have not such development.


Roleplaying games, uniquely(?) among story-telling media, do use dice and I can think of at least two games that do use dice to reflect the inner world of the characters.

Unknown Armies provides a character with an Obsession, a Fear Stimulus and a Rage Stimulus, all of which can be used to modify dice rolls. The inner world of the character directly modifies the mechanics of the game system.

Similarly, Riddle of Steel's Spiritual Attributes allow the inner passions of a character to affect the size of that character's dice pool.

I would be surprised if there weren't a number of other games that do similar things.

Message 5539#56025

Previous & subsequent topics...
...started by Ian Charvill
...in which Ian Charvill participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/13/2003




On 3/13/2003 at 8:53pm, Mike Holmes wrote:
RE: Access to the inner world of characters

Were the examples that Ron and I posted not on topic?

Mike

Message 5539#56043

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/13/2003




On 3/14/2003 at 6:18am, talysman wrote:
RE: Access to the inner world of characters

I have been working again on The Court of 9 Chambers recently, trying to get a playtest PDF written up (I have some willing players,) plus I have been watching Godard and Truffaut for some background ideas, plus working on some animation projects, so I've been thinking a lot about camera movement, portraying inner character with external behavior, and many of the other subtopics bobbing around in this thread.

first, although actual camera angles aren't useful in an RPG (unless playing with cinemaphiles, as Chris mentioned,) you can study camera techniques to see what they actually do in order to translate the effect into an RPG. one comment I came across in another forum (for machinima, not RPGs) mentioned that the intensity of emotion in a shot is governed by how much an action fills the screen, while the focus of the shot is likewise determined by what's on screen. close-ups are used for reaction shots because the relevant action -- the character's reaction -- is thus made the focus of the shot and fills the screen.

second: this, really, is all that you can really translate from camera shots into RPGs: what action is "on the screen" and how long/how detailed that action is. it's a technique you can actually see in old medieval literature, especially things like the scottish border ballads. my middle english prof referred to it as "leaping and lingering". describe just a character's eyes and their changing expression to convey an emotion; gloss over a combat and focus on a death scene, as someone has already mentioned. anyone narrating could do this in the game to convey shifts in internal emotion.

other effects, as suggested, would involve inserting a lot of "color" into the scene. uniform color choices would clearly label the mood or meaning of a scene, while conflicting choices make the mood less certain... or paint an image of an actual conflict of moods. in Co9C as it stands now, this has become the actual game mechanic: players pit color against color, motif against motif, in an attempt to dominate a scene and thus move closer to their goal.

and, yes, actually labeling assigning numbers or game mechanics to moods or other inner issues is another important technique. Sorcerer (as Ron has stated) tends to cause actual play to reflect inner character issues because stats representing those issues are the most important mechanic in the game. and although I haven't seen InSpecters yet, the description of the confessional definitely sounds like it is combining inner character issue mechanics with an adaptation of a film/television technique (the cutaway.)

still, there's a caveat: some of the examples I've seen floated in this thread of using film technique tread pretty close on "GM tells player what player's character feels". I think the player should decide what the character feels. the GM -- or anyone else narrating -- can only present a description and hope that the player is affected in the desired manner.

Message 5539#56115

Previous & subsequent topics...
...started by talysman
...in which talysman participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/14/2003




On 3/14/2003 at 7:27am, Johannes wrote:
RE: Access to the inner world of characters

Mike Holmes wrote: Were the examples that Ron and I posted not on topic?

Mike


Hi Mike,

I assume that your examples were very much on topic but my problem is that I don't know the games. Short synopsis of the inner world ideas could be useful.

Message 5539#56122

Previous & subsequent topics...
...started by Johannes
...in which Johannes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/14/2003




On 3/14/2003 at 8:24am, Johannes wrote:
RE: Access to the inner world of characters

Bankuei wrote: I highly suspect that traditional oral history/storytelling probably has a good handle on the usage of oral description and communications that we're looking for. The problem is, we, as a written language culture, have moved away from the intimate familiarity in those tools.
--
While I doubt narration-wise("describing what happens") is much different than oral storytelling, I do know that our communal language of describing how it happens has certainly changed.


- Going over my Kalevala (the Finnish national epic which was assembled from oral epic poetry) I can see that inner world is almost exclusively represented by direct speech of the characters. They just tell in their lines what they feel and want. Now this works for Kalevala but as you say times have changed. We won't do well if we just try to apply the same narration patterns in contemporary role-playing games.

The contemporary convention is that you cannot be sure if the characters are telling the thruth about their inner workings. Long monologues about the emotions and motivations of characters also now fall easily into a pathetic pit and become ironic and ridicilous against the will of the author.

The language has changed as you say but I don't think we can change it back. We can make an agreement that inner world must be reliably represented in the lines of the PCs but this easily changes the focus of exploration from character to color or setting. We get direct access to inner worlds but they are no more the point of the game. In stead of being the Inner world game it will become the Kalevala game.

Message 5539#56126

Previous & subsequent topics...
...started by Johannes
...in which Johannes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/14/2003




On 3/14/2003 at 4:19pm, Mike Holmes wrote:
RE: Access to the inner world of characters

Johannes wrote: [I assume that your examples were very much on topic but my problem is that I don't know the games. Short synopsis of the inner world ideas could be useful.


Sorry, I'll try to explain.

As I said, in Dreamspires, the characters begin play having been thrust into a world of their Dreams where all their real life emotional turmoil is displayed in metaphors of chess, and political machination. The whole game is about the inner life of some character who's external life we have to extrapolate from the inner. There is no play "outside" of the Dreamspire (correct me if I have anything wrong, Matt). If you do a search here, you can find threads on the subject.

Whispering Vault is sorta similar in some ways, I guess.

The Inspectres Confessional mechanic works like this. Each player may, about once per session, stop play and do his confessional. This is supposed to represent the sort of thing you see in reality TV, where someone onthe show goes into a little closet or something, and talks directly to the camera about what's going on in the show. In InSpectres, the player stops play, and then adresses everyone in the same sort of manner, commenting on the current action, and adding to it if they like.

For example, the characters are having a fight at the office about the added expense of loading the Quantum Lactator cream (instead of the usual milk). Bob stops play, and the other players watch as he says in character:

"Well, I thought that Al was really out of line , and risking the group's safety by not springing for the high grade cream. I mean what good is a Quantum Lactator without high quality dairy? Al can be such a cheapskate at times."

Anyhow, after the confessional, given Bob's narration, he has the ability to then assign the "Cheapskate" descriptor to the character Al, which can be used by Al's player to gain bonus dice later.

The effect, however is just what you're looking for, I think. A little time-out where the player speaks in-character directly to the other players as audience, as opposed to as though they were characters.

Ron mentions Sorcerer and Le Mon Mouri. In these games, the character's stats oppose each other in some ways. So the interplay of the mechanics actually represents the inner world mechanically. The obvious example in Sorcerer is the Humanity mechanic that represents how close to going over the edge to inhumanity the character is. In Le Mon Mouri, you have to roll one stat against another had by the same character to accomplish some tasks. So you see the inner world represented by the stats and their interplay.

Mike

Message 5539#56162

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/14/2003




On 3/14/2003 at 7:34pm, Johannes wrote:
RE: Access to the inner world of characters

Hi Mike,

This definetly is the sort of thing I mean. Thanks for the explanations. All are clearly examples of inner world access. I have couple questions about them if you don't mind.

What is the position of the PCs in Dreamspires? Is the inner world which the PCs inhabit an outer world when related to them or is the inner world inhaited by them aslo the inner world of the PCs? Or is the position something else? I know this sounds confusing but this is the simplest way I manage to put it. I'm trying to determine if it is the inner world of the PCs which is given access to or is it an inner world as outer world (setting) thing.

Is it a convention (or rule) in Inspectres that the confessional narration is reliable? In other words, can the confession makers lie or make mistakes about the reality of the game world or is information given in confession absolute? I'm looking for clues to decide if this is more direct or indirect access.

Message 5539#56199

Previous & subsequent topics...
...started by Johannes
...in which Johannes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/14/2003




On 3/14/2003 at 8:28pm, Mike Holmes wrote:
RE: Access to the inner world of characters

Johannes wrote: What is the position of the PCs in Dreamspires? Is the inner world which the PCs inhabit an outer world when related to them or is the inner world inhaited by them aslo the inner world of the PCs? Or is the position something else? I know this sounds confusing but this is the simplest way I manage to put it. I'm trying to determine if it is the inner world of the PCs which is given access to or is it an inner world as outer world (setting) thing.
I'm not sure I understand. The world that the PCs are thrust into is one of metaphor where their outer world concerns (which would be inner world, no?), are manifest to an extent.

Let me describe it as I remember it. The PC awakens to find that they are not in the real world, but in a surreal dreamstate. Their goal is to get out, eventually and back to the world that they remember as real. But along the way, they have trials and tribulations that are presented as metaphors for their concerns. So, one PC encounters a knight riding down a small child which is representative of the character's concern for their real world child.

A very metaphysical question becomes whether or not the other PCs are some manifestation of each other's sub-conscious minds, or real people in some real world as well.

Does that help?

Is it a convention (or rule) in Inspectres that the confessional narration is reliable? In other words, can the confession makers lie or make mistakes about the reality of the game world or is information given in confession absolute? I'm looking for clues to decide if this is more direct or indirect access.
It's not stated. However, what they narrate as happening must happen when play resumes. For example, I once narrated that Clinton's character was "Careless" and that this led to my character getting a broken arm. Once play resumed, we had to figure out how that happened, and did. But as for whether the feelings expressed are technically "accurate", I'd say not neccessarily. Given the context of the confessional as similar to the TV thing, the player could be lying about how they feel I suppose.

OTOH, the very idea of the confessional in a reality show is to allow real feelings (or what seems to be real feelings) to come out. The idea being that giving the information away from the other people on the show is liberating. But no, it's not dircetly a metaphor for looking inside somebody's head. That all said, it could be just as easily.

I guess I'd ask why you're worried about it. Anything could be illusory. There's no way to know truth on a very metaphysical level. So, given that this sort of mechanic does just fine with it, why worry? I'm really not seeing the concern.

Mike

Message 5539#56207

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/14/2003




On 3/14/2003 at 8:47pm, clehrich wrote:
RE: Access to the inner world of characters

I think Mike's description of the InSpectres confessional is consistent with the dramatic "aside," in which a character steps aside and addresses the audience directly. It seems to me that this device could be more widely used where inner narrative is important. But I'm not sure that it is generally the case that such narratives -- subjectivity, really -- are always important or essential. Surely that's a stylistic choice? I usually see interior narratives being implied through action, with relatively little strong variance between the two.

Message 5539#56211

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/14/2003




On 3/16/2003 at 7:40am, Johannes wrote:
RE: Access to the inner world of characters

Hi Mike,

Thanks again for your explanations they were just the thing I wanted to know. In Dreamspires it was important to me to hear that the in-game stuff represent the real world concerns of the PCs. This IMO makes it a radical case of direct access to the inner world of PCs (which usually is left to indirect access). Sounds like a cool if demanding game. Are players (as opposed to a GM) given authorial power in Dreamspires? This would make it even more radical I guess.

Your description of InSpectres is reliable narration to me. If the confessions affect the in-game reality theyy can be considered to tell the truth about it. At least by producing the reality by telling it. By reliability of narration I don't mean the honesty of the actual player. My concern was that are the confessionals sililar to Real-TV-confessional in that you cannot really trust them to describe the reality in an "objective" manner. Now it seems to me that the InSpectres confessionals are different. The difference is one of direct/indirect access.

Hi clerich,

I agree that direct representation of inner worlds is not always important or even desirable. It is a stylistic choice as you say. Like everything in RPGs it depends on the game and the story being told by it. But I think that it is important to make visible also this choice so that one more "truth" of the "right" way to play is relativized.

Message 5539#56419

Previous & subsequent topics...
...started by Johannes
...in which Johannes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/16/2003




On 3/16/2003 at 9:22am, Mike Holmes wrote:
RE: Access to the inner world of characters

Johannes wrote: In Dreamspires it was important to me to hear that the in-game stuff represent the real world concerns of the PCs. This IMO makes it a radical case of direct access to the inner world of PCs (which usually is left to indirect access). Sounds like a cool if demanding game. Are players (as opposed to a GM) given authorial power in Dreamspires?
The interesting thing is that the PCs real world never exists in play except that it's created by the reverse engineering of the Dreamspire events. That is, we might not know that the PC even has a daughter until the scene where the concern happens. Once the character resolves their inner turmoil, they are released back into their "real world" thus ending the game for that character. That's the point of play.

Your description of InSpectres is reliable narration to me. If the confessions affect the in-game reality theyy can be considered to tell the truth about it. At least by producing the reality by telling it. By reliability of narration I don't mean the honesty of the actual player. My concern was that are the confessionals sililar to Real-TV-confessional in that you cannot really trust them to describe the reality in an "objective" manner. Now it seems to me that the InSpectres confessionals are different. The difference is one of direct/indirect access.
Hmm. I'm sure that one could lie about the character's inner world. I can say, "I really don't like Bob, becasue he's mean." Interestingly, this means that Bob definitely is "mean" (with mechanics to back it up). But it does not neccessarily mean that the character really doesn't like Bob.

Now, I can't think of why you would, as a player, add that layer of complexity. But in the course of relaying the information in the confessional format, it could occur. Because of the closeness of the cognate. At Origins when we played, we actually arranged it so that everyone sat in seats in rows across from the person who was giving the confessional. Made it seem very much like all the other players were audience watching the character confess on TV.

The other factor that I'm not sure whether it's important or not, is that InSpectres is comedy. Actually, I think that makes it more likely that the player will be honest, strangely. As it's more fun to reveal at these moments to see vulnerability.

Or I may not know what I'm talking about. Certainly I don't think anyone's ever considered this mechanic in this sort of detail. I'm prety sure that Jared's just shaking his head if he's reading.

Mike

Message 5539#56426

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/16/2003




On 3/16/2003 at 3:40pm, Jared A. Sorensen wrote:
RE: Access to the inner world of characters

Johannes wrote: Is it a convention (or rule) in Inspectres that the confessional narration is reliable? In other words, can the confession makers lie or make mistakes about the reality of the game world or is information given in confession absolute? I'm looking for clues to decide if this is more direct or indirect access.



Yes, definitely. One of the important concepts of InSpectres is that not all the information you get is reliable. Witnesses might be confused or mistake, clients might be lying through their teeth, and the characters themselves might be hiding secrets or just plain getting stuff wrong.

The Confessionals work the same way. You're getting the character's thoughts about the game delivered to the players. The character might be crazy, stupid, deceitful, mistaken, etc.

Message 5539#56445

Previous & subsequent topics...
...started by Jared A. Sorensen
...in which Jared A. Sorensen participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/16/2003




On 3/18/2003 at 6:50am, Johannes wrote:
RE: Access to the inner world of characters

Hi Jared,

InSpectres sounds like a interesting mix of reliable and unreliable narration. As it looks to me the confessions are just as reliable as the characters who is speaking (potentially unreliable, indirect access, just like real-TV confessions) BUT the confessions mechanically create in-game reality (Bob is mean in Mike's example) which is a case of reliability. However I cannot decide if it's a case of direct access also as it concerns the outer world of the character as well as the subjective perception of the confesser.

How stable is in-game reality in InSpectres? Can one confession make Bob mean and a later confession make him nice again?

Message 5539#56659

Previous & subsequent topics...
...started by Johannes
...in which Johannes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/18/2003




On 3/18/2003 at 1:23pm, Jared A. Sorensen wrote:
RE: Access to the inner world of characters

Johannes wrote: How stable is in-game reality in InSpectres? Can one confession make Bob mean and a later confession make him nice again?


No, simply because the rules prohibit the players from giving two or more characters traits to the same player (this is so everyone gets a chance at being the subject of someone else's Confessional).

One thing to consider is that the other player doesn't *have* to roleplay the assigned character traits (the group gets a bonus if the trait is roleplayed). So while Mike can *say* my character is mean, I can just shrug it off and not play along if I choose.

Message 5539#56668

Previous & subsequent topics...
...started by Jared A. Sorensen
...in which Jared A. Sorensen participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/18/2003




On 3/18/2003 at 7:15pm, Mike Holmes wrote:
RE: Access to the inner world of characters

Jared A. Sorensen wrote: So while Mike can *say* my character is mean, I can just shrug it off and not play along if I choose.

That's a good point. It's not reality that's created at all, it's metagame.

OTOH, you do have to play to the described events. That's more telling. But it can still be perceptual. For instance, in the game of InSpectres I rean last night (serendipitously), one player in confessional said that he was unaware that the other female character felt "that way" about him.

Bob, who's character had been tagged as "Feels "That Way" About Kwen" played to it as intended (led to a kiss), but commented that the statement was vague enough that he could have twisted it around a bit.

So, we have a case where we had to play to the characteristic assigned for continutity's sake, but where the "truth" could have been interpereted in a way not intended by the person making the truth. As such, if twisted "properly", the result could have made Kwen (the character making the confessioal), seem like he was exxagerating the female character's feelings.

Which would have been funny, and would make Jared's point. Essentially, the only thing that the confessional does is change continuity, but not in a way that the character can't be a liar, just as in "normal" play.

Complex.

We'll be posting the transcript of play at some point, which may help understand how it works if it's not clear right now.

Mike

Message 5539#56706

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/18/2003




On 3/18/2003 at 9:21pm, Jared A. Sorensen wrote:
RE: Access to the inner world of characters

Mike Holmes wrote: Which would have been funny, and would make Jared's point. Essentially, the only thing that the confessional does is change continuity, but not in a way that the character can't be a liar, just as in "normal" play.

Complex.



Yeah, the Confessional is really just a way of letting the characters speak to the players. And for the character to say, "Hey, I want the game to go in this direction" without the player having to break character, and without the character acknowledging that he's *just* a character in a RPG. And that can be done via assignment of character traits, flashbacks, internal monologue, foreshadowing or any other continuity-busting technique you can think of.

- J

Message 5539#56734

Previous & subsequent topics...
...started by Jared A. Sorensen
...in which Jared A. Sorensen participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/18/2003




On 3/19/2003 at 7:17am, Johannes wrote:
RE: Access to the inner world of characters

OK. So it is a peculiar case of indirect access which can have an impact on the in-game reality or not. It's up to the players but the systems encourages it to have the impact. Am I right here?

This is a interesting technique which has a name in literary theory: narrative metalepsis. That is discourse that is spoken across the borders of levels of reality/discourse. Fictional characters speaking to the narrator or implied reader or narrator speaking to the characters or implied reader etc.

In RPGs it has tremendous potential which is illustrated by InSpectres: Narrative metalepsis can affect the work in progress. This is of course very different from printed media where the story is already set and the metalepsis in one-way so to speak. In a book metalepsis is a communicative metafictional techinque butr in RPGs it's a creative/productive meta-game technique.

Avant-garde postmodern litterature is childs play compared to this. Damn I love these games! Isn't it interesting that the greatest leaps in story-telling are happening in an unprestigeous subculture and not in the high circles of "art"? Grass roots movement of gamers is subverting the pompous cultural snob intitutions of art in a carnival of new narrative. Forget the "postmodern"! Forget the hypertext! This is where it is happening. Kill the audience/artist dichotomy! Gamers of the world unite againts the opression of ... of .. - well unite anyway!

Message 5539#56798

Previous & subsequent topics...
...started by Johannes
...in which Johannes participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 3/19/2003