Forum changes: Editing of posts has been turned off until further notice.
Started by jburneko, July 18, 2001, 04:04:00 PM
QuoteOn 2001-07-18 16:04, as part of a discussion of pc/npc bonding issues jburneko wrote: "Despite giving them AMPLE time and opportunity to do so. They don't ask about NPC's personal lives or connections. They aren't trying to get to KNOW the NPC or care about the NPC they're trying to get to thenext 'point of interest' (i.e. where the action is)."Another line of attack for the problem you are discussing (pc/npc bonding) is to look at this issue: player motivation and focus.If the players are only interacting with the npc's as intermediaries on the way to "the plot" or achieving "the goal" of the rpg, then no wonder it's hard to get them to bond. You really do have to work hard to make your npc dashing or twisted or fit them very carefully into the character's background or make them strike a chord with your player's psyche. However, if the enjoyment of playing is found in the interactions between characters, and characters and world, then you'll have a much easier time of it. If the pc's have broader motivations than amassing wealth and power, then they will have "real" motivations to interact with n-people they meet. And then, sometimes they will hit it off and bond, sometimes they won't. Just like in real life. It occurs to me, as I right this, that even when you are lucky enough to be playing with folks who are asking questions of the npc and who are interested in the world etc. it is still challenging to get co-gamers to engage with your npc's. At least I've found it so. Well, not to engage, but really to bond. I just ran a long segment of play in a game where three of us normally fully co-gm. (Please ask me about that experience, that's partly why I'm here on this forum :smile: and there were a couple situations that didn't work out how hoped. Characters rubbed eachother the wrong way, rather than getting intrigued. I'm still puzzling over that...Ah, well. There's my addition to the debate. Thanks for the interesting conversation!Emily Care
Quote *tell* the player what his character is feeling. This should never, ever be done. I really can't stress how much of a bad idea this is. You want to help the player's identification with the character, not destroy it.
QuoteOn 2001-08-09 21:01, greyorm wrote:Quote *tell* the player what his character is feeling. This should never, ever be done. I really can't stress how much of a bad idea this is. You want to help the player's identification with the character, not destroy it. And I can't stress how GOOD of an idea this is. I've used this with both my newbies and my old hands, and its worked wonderfully to get people into character.
QuoteIn real life, we oftentimes don't have a choice, or make a conscious decision to feel or behave a certain way, we just DO. Suddenly.
QuoteIn a role-playing game, this is a challenge: "Staring at the vampire, utter horror grips your heart and you you feel a panicked need to run from the predatory waves that flow from the creature," because now you have to PLAY that, none of this unrealistic, ego-based "I'm not scared of you, ancient red dragon," stuff; and it is also a great tool, because it helps link a player to the situation on a very human level, very intuitive level. I know I get more out of a description of feeling, in that feeling "there" sense, than I do just a tactile description.
QuoteObviously, Knight feels that character mental states are utterly inviolate to the players...I think that's a standard assumption in play, but I don't know if it is necessarily a good assumption or tactic in play.
QuoteGM: You're so scared you run away.
QuoteOn occassion I will impose physical movements as well, especially if they are autonomic reflexes...I am giving the player the experience of their animal body and monkey brain having a set of reflexes rather independant of the conscious intellect.
QuoteSorry if that was unclear.
QuoteHmm, but surely, forcing a mindset is a heavy prompt to certain actions? Surely it limits the scope of "all available" plausible course of action.