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KarenCravens
Karen Cravens

Fri

Dec 16
2005

13:59Z

Paradox two: bad acting

Paradox:  I like to roleplay.  I'm a bad actor.

At least, a bad improv actor.  I don't do funny voices.  No one, least of 
all me, is going to be convinced that I (a short middle-aged nerdette) am 
Fastlane (a tall male construction worker and part-time superhero).  Nor 
do I want to be (and that's a whole nother paradox... #4, right now).

PBeM solves most of this for me; I'm a much better author than actor 
(whether that brings me up to the level of "good" I dunno; at least my own 
writing doesn't make me wince, where my acting does).  And yet... I like 
getting friends around the kitchen table and roleplaying.

Not much more to this paradox, I guess.  Except sometimes I wonder if my 
tabletop roleplaying would work out better if I narrated it third-person 
past-tense instead of trying to (verbally, anyway) act it out.  I'm pretty 
sure it would be.

-- 
Karen J. Cravens  silver@phoenyx.net

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RogerBurtonWest
Roger Burton West

Fri

Dec 16
2005

14:52Z

Paradox two: bad acting

On Fri, Dec 16, 2005 at 07:59:00AM -0600, Karen J. Cravens wrote:
>Paradox:  I like to roleplay.  I'm a bad actor.
>
>At least, a bad improv actor.  I don't do funny voices.  No one, least of 
>all me, is going to be convinced that I (a short middle-aged nerdette) am 
>Fastlane (a tall male construction worker and part-time superhero).  Nor 
>do I want to be (and that's a whole nother paradox... #4, right now).

One of the best GMs I know has actively got players worried by having an
argument with himself (as two separate NPCs). One player said later "I
thought it was going to come to blows". He doesn't do voices, but he can
project a character like nobody's business.

I don't do voices either but I try to do mindset. I'm fairly poor at
improvising dialogue, but the content tends to be right; as far as I'm
concerned, that's the important thing. I find it easier when I'm GMing,
possibly because I've had time to think in advance about what the NPC
knows and what his reactions might be to what the PCs can tell him...

>Not much more to this paradox, I guess.  Except sometimes I wonder if my 
>tabletop roleplaying would work out better if I narrated it third-person 
>past-tense instead of trying to (verbally, anyway) act it out.  I'm pretty 
>sure it would be.

That works for some players, but in my experience it does tend to give a
feeling of detachment, particularly when it's something that could be
covered by direct speech. I'm fortunate in my regular groups: we don't
have people who need to make formal distinctions between in-character
and out-of-character comments, so we can keep a fairly informal flow
going.

(I'm assuming that you're not playing in a noir game, of course, in
which that sort of narration could be entirely in-genre.)

R

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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KarenCravens
Karen Cravens

Fri

Dec 16
2005

15:35Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Roger Burton West wrote:

RBW>One of the best GMs I know has actively got players worried by having an
RBW>argument with himself (as two separate NPCs). One player said later "I
RBW>thought it was going to come to blows". He doesn't do voices, but he can
RBW>project a character like nobody's business.

I can't project characters, either.  Certainly not like that.  I'm always 
acutely conscious that I'm expecting players to look at me and envision, 
say, a seven-foot leonine alien.  Ain't workin'.  Maybe I underestimate 
their ability to suspend disbelief.

RBW>I don't do voices either but I try to do mindset. I'm fairly poor at
RBW>improvising dialogue, but the content tends to be right; as far as I'm
RBW>concerned, that's the important thing. I find it easier when I'm GMing,
RBW>possibly because I've had time to think in advance about what the NPC
RBW>knows and what his reactions might be to what the PCs can tell him...

Sometimes.  Sometimes that's harder for me, because I know my PCs better 
than J. Random NPC.

RBW>That works for some players, but in my experience it does tend to give a
RBW>feeling of detachment, particularly when it's something that could be
RBW>covered by direct speech. I'm fortunate in my regular groups: we don't
RBW>have people who need to make formal distinctions between in-character
RBW>and out-of-character comments, so we can keep a fairly informal flow
RBW>going.
RBW>(I'm assuming that you're not playing in a noir game, of course, in
RBW>which that sort of narration could be entirely in-genre.)

Many of my characters tend to be very internalized (or something like 
that, anyway); I'm interested in their thoughts on things when they 
wouldn't necessarily give any evidence of them.  So the only way the other 
players get to know any of it is in our sort-of-bluebooking interludes 
when we catch up on things via the mailing list.

Ditto Bill's character Stalker.  When Stalker was introduced, I was 
playing a different characters.  (No, that's not a typo.)  The Pack didn't 
care much about Stalker's motivations, and if they'd been told the 
"caring" would be through the filter of an alien group mind ("okay, so the 
rest of your family was killed, and you're a solitary mind-fragment.  How 
sad.  Would you like us to euthanize you humanely?")  And then when I 
switched to Fastlane, we glossed the getting-to-know-you out of game, so 
until Bill brought it up on the mailing list recently I found out I didn't 
really know how wrapped up he was in revenge.

Soooo... then Fastlane happened to capture (offscreen) the guy who gave 
the order to kill Stalker's family.  And turned him over to the 
authorities, to keep Stalker from doing anything he might (or at least 
ought to) regret.  We sort of played out Fastlane telling Stalker, but it 
was really just me telling Bill, and while it could have been an 
interesting intra-party-conflict scene, it ended up not being so, because 
I really wasn't adequately acting it.

Maybe we *should* play it noir...

-- 
Karen J. Cravens  silver@phoenyx.net
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RogerBurtonWest
Roger Burton West

Fri

Dec 16
2005

18:36Z

Paradox two: bad acting

On Fri, Dec 16, 2005 at 09:35:27AM -0600, Karen J. Cravens wrote:

>I can't project characters, either.  Certainly not like that.  I'm always 
>acutely conscious that I'm expecting players to look at me and envision, 
>say, a seven-foot leonine alien.  Ain't workin'.  Maybe I underestimate 
>their ability to suspend disbelief.

I wish I could do it that well. One of the things I've learned as a GM,
though, is that most players won't give me any feedback at all when
they're enjoying something, but will get shifty and restless when
they're not.

A couple of years ago I realised that I had a reputation as a good GM
among my friends, but that I had absolutely no idea what I was doing
right or wrong. I've been trying to study it since.

When I get into a game with improv-theatre types, I get left behind
because I just don't come up with stuff that fast. The best bet seems to
be for me not to play with those people. But it doesn't sound as though
you're particularly out of step with your face-to-face group.

>Many of my characters tend to be very internalized (or something like 
>that, anyway); I'm interested in their thoughts on things when they 
>wouldn't necessarily give any evidence of them.  So the only way the other 
>players get to know any of it is in our sort-of-bluebooking interludes 
>when we catch up on things via the mailing list.

A side note: I'm thinking about getting a Pendragon game going at some
point, and I'm planning to do the "winter phase" activities (including
solo adventures) by email rather than taking up limited face-to-face
time with them. I haven't tried a hybrid game like this before; has
anyone else?

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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KarenCravens
Karen Cravens

Fri

Dec 16
2005

20:37Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Roger Burton West wrote:

RBW>I wish I could do it that well. One of the things I've learned as a GM,
RBW>though, is that most players won't give me any feedback at all when
RBW>they're enjoying something, but will get shifty and restless when
RBW>they're not.

We're rather more likely to devolve into joking and so forth.  Especially 
me.  Displacement behavior, I think.

RBW>When I get into a game with improv-theatre types, I get left behind
RBW>because I just don't come up with stuff that fast. The best bet seems to
RBW>be for me not to play with those people. But it doesn't sound as though
RBW>you're particularly out of step with your face-to-face group.

I had a fun convention game with a bunch of those types.  It was a huge 
Champions game, a dozen or so people, and mostly I sat back and was 
entertained.  But yeah, none of that here.

RBW>A side note: I'm thinking about getting a Pendragon game going at some
RBW>point, and I'm planning to do the "winter phase" activities (including
RBW>solo adventures) by email rather than taking up limited face-to-face
RBW>time with them. I haven't tried a hybrid game like this before; has
RBW>anyone else?

I've tried that with Carl's game, but he doesn't like PBeM so he keeps 
vetoing me...

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Fri

Dec 16
2005

23:01Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Karen J. Cravens wrote:

> I had a fun convention game with a bunch of those types.  It was a huge
> Champions game, a dozen or so people, and mostly I sat back and was
> entertained.  But yeah, none of that here.

I was very, very uncomfortable in that game.

It was okay, up to a point... but the situation got to where our space 
ship was about to crash into the stadium or something, and people were 
yelling at me (the pilot), "jump, jump" and I didn't understand where 
I was jumping _to_ or how that was supposed to save my life. Everyone 
else had a grasp of where we were and what was happening, and why 
jumping was going to save my life (I was the only one on the ship)... 
but I'd gotten lost and was very confused and had people shouting at 
me.  I couldn't even make myself be heard, and nobody was about to 
slow down and let me get an understanding of what was going on.

I was extremely stressed and left that game feeling horrible.  I can't 
even remember what I _did_, besides yell at Karen and get her pissed 
off at me.  (She was supposed to recognize that I was in distress, not 
join in with the others yelling at me.)

Geesh, just trying to remember the details of the event has left me 
feeling like crap.

> I've tried that with Carl's game, but he doesn't like PBeM so he 
> keeps vetoing me...

I like PBeM... I just don't want the players saving up the "good 
stuff" for email and using that as their outlet.  I want this stuff to 
happen _in the game_ not in email.  Fastlane's "we need to be a team" 
speech would have been great in person.  We're not going to get 
comfortable with this stuff if we sit back and are afraid to engage in 
roleplay, and then go post 500-word messages about what our characters 
say in email.

And I don't have time to run a PBeM in addition to the live game.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [  General RP Discussion -- http://www.phoenyx.net/gamers/  ]
If I want your opinion, I'll take you out of my killfile.
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KarenCravens
Karen Cravens

Fri

Dec 16
2005

23:47Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Carl D Cravens wrote:

CDC>It was okay, up to a point... but the situation got to where our space 
CDC>ship was about to crash into the stadium or something, and people were 
CDC>yelling at me (the pilot), "jump, jump" and I didn't understand where 

Uh... are we talking about the same game?  Cause I don't remember a 
stadium.  I just remember a big fight on a big hex map, with the "You can 
DO that?" lava guy.

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Sat

Dec 17
2005

02:55Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Karen J. Cravens wrote:

> Uh... are we talking about the same game?  Cause I don't remember a
> stadium.  I just remember a big fight on a big hex map, with the "You can
> DO that?" lava guy.

Oh, you're talking about the game Scott Heine ran, which really didn't 
get very far.  I enjoyed it because it was people acting funny, but 
not because there was any real roleplaying going on.

I'm talking about the "it's not really Hero System, we just call it 
that, and it's not 'live action' because GenCon doesn't allow that 
(wink, wink), but we're going to line up our chairs like they were a 
starship cockpit, and our only rule is we've got these three 
stuffed-fabric dinosaur dice with a lobster (a lobster's a dinosaur!) 
and 'other dinosaurs' on them, and rolling the dinosaurs is good."

The one where I told you (under extreme stress and entirely in 
unthinking reflex) to "shut up" and you bascially implied that if I 
ever did that again you'd rip my head off and shove it down my neck.

You probably don't remember it still, and it stands out as the most 
tramautic roleplaying experience I've ever had.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [  General RP Discussion -- http://www.phoenyx.net/gamers/  ]
Shell to DOS....come in DOS...Do you copy?
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KarenCravens
Karen Cravens

Sat

Dec 17
2005

03:46Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Carl D Cravens wrote:

CDC>Oh, you're talking about the game Scott Heine ran, which really didn't 
CDC>get very far.  I enjoyed it because it was people acting funny, but 
CDC>not because there was any real roleplaying going on.

Yup, very "lite."  I like convention games like that, though.  As an 
onlooker, anyway.  (And yeah, I was technically playing in it, but that 
was just so I'd have a seat at the table...)

CDC>I'm talking about the "it's not really Hero System, we just call it 
CDC>that, and it's not 'live action' because GenCon doesn't allow that 
CDC>(wink, wink), but we're going to line up our chairs like they were a 
CDC>starship cockpit, and our only rule is we've got these three 
CDC>stuffed-fabric dinosaur dice with a lobster (a lobster's a dinosaur!) 
CDC>and 'other dinosaurs' on them, and rolling the dinosaurs is good."

Oh.  That.  The one where I said "Neato, so you decided to *not* warn us 
this was a LARP, and here's me in my hip-to-ankle brace with a shredded 
knee.  Thank you, Mr. GM."  And somehow, we let him talk us into staying.

-- 
Karen J. Cravens  silver@phoenyx.net

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KarenCravens
Karen Cravens

Sat

Dec 17
2005

04:56Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Carl D Cravens wrote:

CDC>It's the whole thrust of the Story Now movement on The Forge.  See, 
CDC>they've figured out that some of us enjoy working out all kinds of 
CDC>information about our characters before the game actually starts... 
CDC>and they think that's Hurting Wrong Fun, because that's pre-loading 
CDC>the story and telling it outside of the game and depriving the group. 
CDC>They want to just drop into the game with _nothing_ and start the 
CDC>story, and develop characters as they go.  Quit pussy-footing around 
CDC>with all of that pre-game BS and just play the game.  Tell the Story 
CDC>Now, instead of before hand.

Well, I do think there are problems with Lots of Stories Then... that is, 
where all the players come to the table with their characters all built, 
and all their disparate stories.

That's kind of where I'm going with the Gavilan [1] campaign guidelines, 
and the interrelatedness of the characters.  Executive summary:  sf 
campaign (Traveller/Firefly/Cherryh mashup), PC's are a tramp freighter 
crew (and passengers, if anyone can come up with a reason to stay 
long-term), and I'm so far thinking I'll require each character to have 
something that ties them to each other, and something that brings them 
into conflict, and ideally the overall balance should keep the crew 
together, but only *just*.  It's going to require some negotiation.  And 
it's going to require some Story Then, but at least it should be *one* 
Story.  Multithreaded and complex, yeah, but still unified.

(And yes, it'll likely be a PBeM, since we can't wedge another game into 
the schedule.  But if PBeM, then not until after Gamehawk launches.  In 
fact, it'll probably be the beta game on That Other Site.)

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Fri

Dec 16
2005

22:29Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Karen J. Cravens wrote:

> At least, a bad improv actor.  I don't do funny voices.  No one, least of
> all me, is going to be convinced that I (a short middle-aged nerdette) am
> Fastlane (a tall male construction worker and part-time superhero).  Nor
> do I want to be (and that's a whole nother paradox... #4, right now).

Our entire group is pretty much in the same boat here... I don't 
understand why we feel such a "pressure to perform" when all of us 
know we're "not any good" at it and we can only get better through 
practice.

I'll admit to being able to do "funny voices," though I tend to fall 
out of them if I have to think hard about the dialog or plot 
implications.  Having a child helped with this a lot...  I read short 
stories in voices, though I have trouble with longer books because I 
have trouble remembering what all the characters sounded like last 
time.

And this is something you can practice without anybody else around... 
I talk in funny voices when I'm alone in the truck.

I'm listening to an audiobook with a lot of different readers... 
the reader changes even when the speaking characters don't, so it's 
interesting to hear all these _professional voice actors_ giving their 
takes on these characters.

> Not much more to this paradox, I guess.  Except sometimes I wonder if my
> tabletop roleplaying would work out better if I narrated it third-person
> past-tense instead of trying to (verbally, anyway) act it out.  I'm pretty
> sure it would be.

I think that PBeM works out better for you because you don't feel 
pressure to articulate everything on the spot... you've got time to 
consider what you're going to say and do.  So I'm curious why you 
think narrating your character third-person, past-tense would make a 
difference, unless you think you'd be allowed more time to think about 
it in this case.

I think this is where some of the indie games derive their "negotiate 
the scene, then act it out" mechanics.  You don't have to come up with 
great dialog on the spot... you get to pre-plan how the scene is going 
to go, then play your part.  Not my cup of tea, though.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [    Fudge Factor Webzine -- http://www.fudgefactor.org/    ]
ANY system works with enough hammer thumps.
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KarenCravens
Karen Cravens

Fri

Dec 16
2005

23:44Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Carl D Cravens wrote:

CDC>Our entire group is pretty much in the same boat here... I don't 
CDC>understand why we feel such a "pressure to perform" when all of us 
CDC>know we're "not any good" at it and we can only get better through 
CDC>practice.

Yeah, that's kind of funny.

CDC>And this is something you can practice without anybody else around... 
CDC>I talk in funny voices when I'm alone in the truck.

Uh, it's a car.

CDC>I think that PBeM works out better for you because you don't feel 
CDC>pressure to articulate everything on the spot... you've got time to 
CDC>consider what you're going to say and do.  So I'm curious why you 
CDC>think narrating your character third-person, past-tense would make a 
CDC>difference, unless you think you'd be allowed more time to think about 
CDC>it in this case.

It's not *just* the time thing.  I'm a bad actor.  Did I mention that?

CDC>I think this is where some of the indie games derive their "negotiate 
CDC>the scene, then act it out" mechanics.  You don't have to come up with 
CDC>great dialog on the spot... you get to pre-plan how the scene is going 
CDC>to go, then play your part.  Not my cup of tea, though.

I don't mind *some* of that.  With the mentioned Fastlane-tells-Stalker 
scene, I'm thinking I should have pre-warned Bill, and then we could have 
played our parts better.  Not quite the same thing, but similar.

-- 
Karen J. Cravens  silver@phoenyx.net

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OlaAgren
=?ISO-8859-1?Q?Ola_=C5gren?=

Mon

Dec 19
2005

15:27Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Karen J. Cravens wrote:

> On Fri, 16 Dec 2005, Carl D Cravens wrote:
>
> CDC>I think that PBeM works out better for you because you don't feel
> CDC>pressure to articulate everything on the spot... you've got time to
> CDC>consider what you're going to say and do.  So I'm curious why you
> CDC>think narrating your character third-person, past-tense would make a
> CDC>difference, unless you think you'd be allowed more time to think about
> CDC>it in this case.
>
> It's not *just* the time thing.  I'm a bad actor.  Did I mention that?

A partly not-so-serious answer, but anyway - There are RPGs that are 
easier to play if you do not take them that seriously. Bad acting can be a 
plus in, e.g., It Came from the Late Late Late show, Tales from the 
Floating Vagabond and Toon.

/Ola
--
Ola Ågren * corps@acc.umu.se * ola@cs.umu.se

General Preprocessing Perceptron -
 	How to put an awful lot of "knowledge" in a weighted sum.
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KarenCravens
Karen Cravens

Mon

Dec 19
2005

19:08Z

Paradox two: bad acting

On Mon, 19 Dec 2005, Ola Ågren wrote:

Og>A partly not-so-serious answer, but anyway - There are RPGs that are 
Og>easier to play if you do not take them that seriously. Bad acting can be a 
Og>plus in, e.g., It Came from the Late Late Late show, Tales from the 
Og>Floating Vagabond and Toon.

I've got the latter two, and my take on those is "fun to read, not my 
thing to play."  That's kind of the problem... I'm a bad actor, but I like 
games in which well-acted (or well-written) characters belong.

-- 
Karen J. Cravens  silver@phoenyx.net
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KarenCravens
Karen Cravens

Fri

Dec 16
2005

23:46Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Carl D Cravens wrote:

CDC>Fastlane's the kind of character that would tell his story in a TV 
CDC>show in past-tense, spinning out the narrative in voice-over, like a 
CDC>noir detective movie.

Maybe.  He wasn't originally intended to be, though.

CDC>I'd like to find a way for more of this to come out in the game, but I 
CDC>can't see any of you being comfortable with narrating your characters' 
CDC>internal struggles, etc.

You might be surprised.

CDC>Problem there, is I'm reminded of _bad_ experiences... Holly and her, 
CDC>"Oh,  is so, ANGRY.  You can see it on her face, she 
CDC>could just KILL that guy."  And I'm thinking, "Don't tell us you're 
CDC>angry, _be_ angry."

I don't remember that.

CDC>I think we need to play a game with characters that are more 
CDC>transparent... who speak their minds and let their emotions show. 
CDC>Exaggerated characters that lend themselves to a more outward roleplay 
CDC>instead of contemplative characters who are all internal.

I could bring back... HIM!

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Sat

Dec 17
2005

02:48Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Karen J. Cravens wrote:

> CDC>Problem there, is I'm reminded of _bad_ experiences... Holly and her,
> CDC>"Oh,  is so, ANGRY.  You can see it on her face, she
> CDC>could just KILL that guy."  And I'm thinking, "Don't tell us you're
> CDC>angry, _be_ angry."
>
> I don't remember that.

I'm doing a poor job of remembering it, but it involved hand-flapping 
and "oh, oh" as well.  Getting all excited and telling us what her 
character was feeling because she didn't know how to act angry or 
something.  I don't have the dialog right, but it was something like 
that... probably less coherent.

> CDC>Exaggerated characters that lend themselves to a more outward roleplay
> CDC>instead of contemplative characters who are all internal.
>
> I could bring back... HIM!

He could be very therapeutic.  But HE certainly wouldn't fit into the 
tone that our game has taken.

For those not in the know, HE is Captain Cannonball... a direct 
take-off of Dom Deluise's character in _Cannonball Run_.  Except CC 
had real powers... they just weren't the powers he _thought_ he had. 
He had super luck, which caused everything to go right for him... he'd 
swing at a bad guy, miss entirely, hit the wall, causing a board to 
swing loose and knock a flower pot on the villian's head.  He'd see a 
dandelion and bend over to sniff the flower, causing the villian that 
he never saw to miss him with the Destruct-O-Ray.  He even thinks he 
can fly... fortunately, he never needs to fly when there aren't 
friendly flying characters about to grab his cape and give him a tow.

He sure wouldn't fit into the "play like you mean it" camp.  He's a 
shallow character, and it wouldn't be any fun at all to get into the 
character's psychosis and deal with it as if it were really a problem. 
He got retired when I, a much less experienced GM, started a major 
plot thread that turned dark and it clashed with CC's world view, 
making him no fun to play.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [  General RP Discussion -- http://www.phoenyx.net/gamers/  ]
It's not just a mistake, it's an adventure!
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KarenCravens
Karen Cravens

Sat

Dec 17
2005

03:43Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Carl D Cravens wrote:

CDC>I'm doing a poor job of remembering it, but it involved hand-flapping 
CDC>and "oh, oh" as well. 

Uh, sorry, we're talking about Holly; that really doesn't narrow it down.

CDC> Getting all excited and telling us what her 
CDC>character was feeling because she didn't know how to act angry or 
CDC>something.  I don't have the dialog right, but it was something like 
CDC>that... probably less coherent.

I'll take your word for it, on account of I actually can't remember a 
single bit of any game in which Holly was.  In fact, I forgot she gamed 
with us ever.

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Fri

Dec 16
2005

22:44Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Karen J. Cravens wrote:

> I can't project characters, either.  Certainly not like that.  I'm always
> acutely conscious that I'm expecting players to look at me and envision,
> say, a seven-foot leonine alien.  Ain't workin'.  Maybe I underestimate
> their ability to suspend disbelief.

Hey, we can't remember to call Fastlane "he."  Thing is, we _know_ 
he's a guy, but we identify too strongly with the player and call the 
character "she."

As a GM, I think the best characters I've done have had strongly 
exaggerated personality traits that affected the way they talked. 
"Subtle" is probably a bad thing in roleplaying, yet I think players 
tend to want to play subtle nuances of their characters... and those 
just don't come across.

> Many of my characters tend to be very internalized (or something like
> that, anyway); I'm interested in their thoughts on things when they
> wouldn't necessarily give any evidence of them.  So the only way the other
> players get to know any of it is in our sort-of-bluebooking interludes
> when we catch up on things via the mailing list.

Fastlane's the kind of character that would tell his story in a TV 
show in past-tense, spinning out the narrative in voice-over, like a 
noir detective movie.

I'd like to find a way for more of this to come out in the game, but I 
can't see any of you being comfortable with narrating your characters' 
internal struggles, etc.

Problem there, is I'm reminded of _bad_ experiences... Holly and her, 
"Oh,  is so, ANGRY.  You can see it on her face, she 
could just KILL that guy."  And I'm thinking, "Don't tell us you're 
angry, _be_ angry."

I think we need to play a game with characters that are more 
transparent... who speak their minds and let their emotions show. 
Exaggerated characters that lend themselves to a more outward roleplay 
instead of contemplative characters who are all internal.

> until Bill brought it up on the mailing list recently I found out I didn't
> really know how wrapped up he was in revenge.

Hey, as GM, _I_ didn't know.  I'm going to guess that even Bill 
himself really didn't know until he started digging into what his 
character was about.

> We sort of played out Fastlane telling Stalker, but it was really 
> just me telling Bill, and while it could have been an interesting 
> intra-party-conflict scene, it ended up not being so, because I 
> really wasn't adequately acting it.

I was hoping that would come out differently... but it was an awkward 
flash-backish summary of something that was resolved off-screen.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
   [  My Roleplaying Blog -- http://raven.phoenyx.net/mutterings/  ]
I buy you sigs, and I buy you sigs, but all you do is eat the bits!
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BillHamilton
Bill Hamilton

Fri

Dec 16
2005

23:13Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Carl D Cravens wrote:

> On Fri, 16 Dec 2005, Karen J. Cravens wrote:
>
> Hey, we can't remember to call Fastlane "he."  Thing is, we _know_
> he's a guy, but we identify too strongly with the player and call the
> character "she."

_I_ remember.  :P

>> Many of my characters tend to be very internalized (or something like
>> that, anyway); I'm interested in their thoughts on things when they
>> wouldn't necessarily give any evidence of them.  So the only way the other
>> players get to know any of it is in our sort-of-bluebooking interludes
>> when we catch up on things via the mailing list.
>
> Fastlane's the kind of character that would tell his story in a TV
> show in past-tense, spinning out the narrative in voice-over, like a
> noir detective movie.

That could be interesting, but I don't know if it suits what we're playing 
now.  I'm sure it wouldn't work well for Stalker.

> I'd like to find a way for more of this to come out in the game, but I
> can't see any of you being comfortable with narrating your characters'
> internal struggles, etc.
>
> I think we need to play a game with characters that are more
> transparent... who speak their minds and let their emotions show.
> Exaggerated characters that lend themselves to a more outward roleplay
> instead of contemplative characters who are all internal.



>
>> until Bill brought it up on the mailing list recently I found out I didn't
>> really know how wrapped up he was in revenge.
>
> Hey, as GM, _I_ didn't know.  I'm going to guess that even Bill
> himself really didn't know until he started digging into what his
> character was about.

Yeah, pretty much.  When I made the character, I spent most of that time 
working on his powered suit rather than the person wearing it.  What 
characterization I did do was incidental to explaining how he ended up 
with the suit.  Since then, I've felt like I am making the character 
backwards, figuring out the motivations behind his actions after he acts.


-Bill Hamilton
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CarlCravens
Carl D Cravens

Sat

Dec 17
2005

03:04Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Bill Hamilton wrote:

> Since then, I've felt like I am making the character backwards, 
> figuring out the motivations behind his actions after he acts.

Develop In Play, vs Design At Start.

It's the whole thrust of the Story Now movement on The Forge.  See, 
they've figured out that some of us enjoy working out all kinds of 
information about our characters before the game actually starts... 
and they think that's Hurting Wrong Fun, because that's pre-loading 
the story and telling it outside of the game and depriving the group. 
They want to just drop into the game with _nothing_ and start the 
story, and develop characters as they go.  Quit pussy-footing around 
with all of that pre-game BS and just play the game.  Tell the Story 
Now, instead of before hand.

They've taken one extreme of a spectrum and decided it's a holy grail.

In a way, it's coming from the same point that I am when I tell Karen, 
"No PBeM in this face-to-face game."  I want the roleplaying part to 
happen at the table, not in email.  But I don't think players 
shouldn't be able to write about their characters during the 
down-time.  My main objection to the PBeM is keeping the characters 
from interacting in email when I want them to do that interaction 
face-to-face.

If I had time, I'd do some sub-plots in email... but I just don't have 
the time for it.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [  General RP Discussion -- http://www.phoenyx.net/gamers/  ]
"I'm wearing Boots of Escaping, I'm wearing Boots of Escaping..."
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BillHamilton
Bill Hamilton

Sat

Dec 17
2005

03:27Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Carl D Cravens wrote:

> It's the whole thrust of the Story Now movement on The Forge.  See,
> they've figured out that some of us enjoy working out all kinds of
> information about our characters before the game actually starts...
> and they think that's Hurting Wrong Fun, because that's pre-loading
> the story and telling it outside of the game and depriving the group.
> They want to just drop into the game with _nothing_ and start the
> story, and develop characters as they go.  Quit pussy-footing around
> with all of that pre-game BS and just play the game.  Tell the Story
> Now, instead of before hand.


So, in short, they want board games that look like role-playing games.


In some ways, I see the point.  If we had started out with blank slates 
and developed our characters in play, we would probably have more 
cooperative character concepts.  On the other hand, we would also have 
less _interesting_ character concepts, because we would be trying to 
create logical, consistent characters on the spur of the moment instead of 
having time to think about them.


-Bill Hamilton
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KarenCravens
Karen Cravens

Sat

Dec 17
2005

05:11Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Bill Hamilton wrote:

BH>In some ways, I see the point.  If we had started out with blank slates 
BH>and developed our characters in play, we would probably have more 
BH>cooperative character concepts.  On the other hand, we would also have 
BH>less _interesting_ character concepts, because we would be trying to 
BH>create logical, consistent characters on the spur of the moment instead of 
BH>having time to think about them.

On the one hand, I sort of like game systems in which you build the PC 
group as a group.  Except I always get all introspective when I'm thinking 
creatively, so I don't actually work well with a group that way, and I 
wouldn't want to do it "in play" as such.

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Sat

Dec 17
2005

05:36Z

Paradox two: bad acting

On Fri, 16 Dec 2005, Bill Hamilton wrote:

> So, in short, they want board games that look like role-playing games.

Polaris borders on that.  I don't think it's quite roleplaying... I 
think it's a storytelling game, and I think it could be a lot of fun. 
But the rules are all about who controls the story, and the player 
doesn't play a role so much as he tells a story about his character.

> In some ways, I see the point.  If we had started out with blank 
> slates and developed our characters in play, we would probably have 
> more cooperative character concepts.  On the other hand, we would 
> also have less _interesting_ character concepts, because we would be 
> trying to create logical, consistent characters on the spur of the 
> moment instead of having time to think about them.

I don't think I've ever played with a group where the "sit down and 
make up characters in the first session" method worked...  everybody 
wanted to talk about the setting and the expectations of the campaign, 
and then go home and work out what kind of character they wanted to 
play, toy with a lot of ideas, and so on.  I think it can take us at 
least a couple of weeks just to get characters ready to play.  Doing 
it all on-the-fly wouldn't work as well for us.

I can see situations where it could... but I wouldn't want to play 
that kind of game exclusively.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
   [  My Roleplaying Blog -- http://raven.phoenyx.net/mutterings/  ]
Don't do dat, it hurts my wittle bwain.
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JaeWalker
Jae Walker

Sat

Dec 17
2005

15:37Z

Paradox two: bad acting

> I don't think I've ever played with a group where the "sit down and
> make up characters in the first session" method worked...

Just to bring in a voice of disparity - the best campaigns I've ever played 
have worked that way.  My current D&D campaign (ending soon, alas, after 4 
years), had most of the characters developing together from 1st level.  We 
did, very literally, sit down together and develop our characters together.

It's *not* less interesting - the characters still have their own 
personalities, quirks and agendas.  What we do have is the most incredible 
sense of camaraderie.  The characters are a team; a family.  Despite the 
engine (the wargamey 3.5 D&D) the story is rich and multi-layered, and it 
breaks my heart that it is ending. The GM is finally tired out - another of 
us will be picking up with a new group of characters and a new story, and 
our GM can now play.

Jae Walker 


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RogerBurtonWest
Roger Burton West

Sat

Dec 17
2005

21:36Z

Paradox two: bad acting

On Sat, Dec 17, 2005 at 09:37:46AM -0600, Jae Walker wrote:
>[Carl wrote]
>> I don't think I've ever played with a group where the "sit down and
>> make up characters in the first session" method worked...
>Just to bring in a voice of disparity - the best campaigns I've ever played 
>have worked that way.

I like the _idea_, but:

(a) we don't have much gaming time - the Cambridge group has about 3-4
hours once a week, the two London groups about the same once a month -
and some of us have a fair way to travel to get to the group. So we tend
to want to spend the time with everyone in the same place on _gaming_.

(b) mostly we play/run GURPS, and while some people are happy to make up
GURPS characters without computer assistance I'm usually not one of them
(and several of my players are much less experienced with GURPS than I
am).

As far as I'm concerned this is the biggest problem with GURPS (though
not fixable without losing many of the advantages): you don't start as a
first-level nothing-special, but instead you can have a full range of
skills in pretty much whatever you choose to be good at. Lots of
choices, all of them up front. Contrast D&D which is basically "arrange
stats, choose class, choose weapon/armour/spell" with the complexity
being loaded on later.

R

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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KarenCravens
Karen Cravens

Sun

Dec 18
2005

04:44Z

Paradox two: bad acting

On Sat, 17 Dec 2005, Roger Burton West wrote:

RBW>As far as I'm concerned this is the biggest problem with GURPS (though
RBW>not fixable without losing many of the advantages): you don't start as a
RBW>first-level nothing-special, but instead you can have a full range of
RBW>skills in pretty much whatever you choose to be good at. Lots of
RBW>choices, all of them up front. Contrast D&D which is basically "arrange
RBW>stats, choose class, choose weapon/armour/spell" with the complexity
RBW>being loaded on later.

Carl and I have discussed the differences in these two paradigms before.  
I'm old-skool Traveller, which is of course famous for not having an 
advancement system a-tall, so I'm not sure this has influenced me or 
not... but I like to have characters who start competent.  In fact, I like 
to be pretty static, which I guess is one of those evil things for a lot 
of the high-lit types.  Characters are supposed to change in stories, and 
all.

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Sun

Dec 18
2005

04:58Z

Paradox two: bad acting

On Sat, 17 Dec 2005, Karen J. Cravens wrote:

> Carl and I have discussed the differences in these two paradigms before.
> I'm old-skool Traveller, which is of course famous for not having an
> advancement system a-tall, so I'm not sure this has influenced me or
> not... but I like to have characters who start competent.

I started out playing D&D, and I really prefer competent characters. 
I think that's why Champions appealed to me so much when I encountered 
it... competent characters, and I get to _pick_ my abilities instead 
of following a class progression or rolling them randomly. :)

> In fact, I like to be pretty static, which I guess is one of those 
> evil things for a lot of the high-lit types.  Characters are 
> supposed to change in stories, and all.

I dunno... James Bond doesn't really change.  Does Indiana Jones?  I 
think that characters are supposed to change in certain kinds of 
fiction... or maybe it's certain characters need to change and others 
don't.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [                     Trim Your Quotes!                     ]
Hey! Don't pick up that Dog! !@#$*!?% NO TERRIER
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CarlCravens
Carl D Cravens

Sat

Dec 17
2005

23:37Z

Paradox two: bad acting

On Sat, 17 Dec 2005, Jae Walker wrote:

> Just to bring in a voice of disparity - the best campaigns I've ever 
> played have worked that way.  My current D&D campaign (ending soon, 
> alas, after 4 years), had most of the characters developing together 
> from 1st level.  We did, very literally, sit down together and 
> develop our characters together.

Nobody's saying that you can't produce an enjoyable campaign without 
pre-planning the characters outside of the game, which is what you 
seem to have argued against.  And we're not saying that pre-planning 
characters doesn't involve cooperation among the players and 
gamemaster to achieve a good fit between personalities and agendas. 
It's just about pre-planning versus creating characters during the 
first game session.  The strongest "Story Now" people come at it 
almost as if you're doing something wrong if you're pre-planning... 
that you're stealing from the other players' enjoyment by "hiding" 
part of the story from them.

My main point is just this: no one way is the best way for everybody. 
Neither way is wrong... they both have advantages and disadvantages, 
and some ways fit some groups of people better than others.

But to compare our experiences a bit...

Creating starting D&D characters can be rather different from creating 
starting characters in other games.  Mechanical choices aside, you're 
limited in your options... every characters starts out pretty much as 
a nobody without any significant past.  (Or, they can't have much 
significant past and still explain why they can be killed by rats, 
unless you're starting a middling-level instead of 1st.)  In a way, 
D&D fits the "Story Now" model rather well, because you don't need 
much back story for a starting character in D&D.  You can't believably 
start with a 1st level character who's a general of the King's army, 
with a hundred campaigns under his belt, and twenty powerful enemies 
who want him dead.  So there's a vast number of options you're cut off 
from, and that makes character creation simpler.

In most D&D games I've experienced, you didn't need any backstory at 
all... you just needed a set of stats, and the most difficult decision 
you made was which class you were going to play.  Not to say that this 
was the case with your group, but it's been my experience.  (I've also 
played in only one D&D game in the last fifteen years or more.  In 
that one game, I was almost punished for having a backstory because 
it caused sub-optimal behavior.  My character hadn't take the "right" 
mix of skills and feats, because they didn't fit his backstory.)

> It's *not* less interesting - the characters still have their own
> personalities, quirks and agendas.

Four years later, you're saying "it's not" and not "it wasn't."  What 
was it like four years ago, when you started the game?  It may be hard 
to separate four years of enjoyable history from what the game was 
like during the first few sessions.  But how fully-developed were 
those characters in the first session?  How sketchy were their 
histories and personalities?

In part, we're dealing with the divide between players on the Internet 
and the great difficulty in conveying how we game and what we mean 
when we say things like, "we developed our characters together."  To 
one group, that means making sure that personalities and character 
agendas will not clash in a problematic matter.  In another group, 
that means making sure that we've got a fighter, thief, cleric and 
wizard, and somebody remembers to buy torches and iron spikes. :)

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
   [  My Roleplaying Blog -- http://raven.phoenyx.net/mutterings/  ]
PHENOMENAL COSMIC POWER!...ittybittylivingspace...
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RogerBurtonWest
Roger Burton West

Sat

Dec 17
2005

10:23Z

Paradox two: bad acting

On Fri, Dec 16, 2005 at 09:04:23PM -0600, Carl D Cravens wrote:

>It's the whole thrust of the Story Now movement on The Forge.  See, 
>they've figured out that some of us enjoy working out all kinds of 
>information about our characters before the game actually starts... 
>and they think that's Hurting Wrong Fun, because that's pre-loading 
>the story and telling it outside of the game and depriving the group. 

Some people can definitely come up with better characters if they have
time to think about them a bit. This is especially true of historical
games if the player wants to do some research. (And gaming time is
precious enough that we don't usually like to have a "character
generation session" anyway - the standard of late has been to sort out
characters by email, with the GM acting as coordinator for the group to
make sure the concepts will go together.)

R

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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CarlCravens
Carl D Cravens

Sat

Dec 17
2005

15:47Z

Paradox two: bad acting

On Sat, 17 Dec 2005, Roger Burton West wrote:

> generation session" anyway - the standard of late has been to sort out
> characters by email, with the GM acting as coordinator for the group to
> make sure the concepts will go together.)

That's what we've been doing for years.  As early as 1968, our entire 
gaming group has been connected by email.  I'd be very reluctant to 
let someone into the group if they didn't have email.

This most recent campaign, the characters don't not fit together, but 
they could fit together a little better.  We had a lot of discussion 
over the characters, for the most part.  (One player just doesn't read 
his email much, and we worked on his character face-to-face... but 
he's got a bundle of sleeping disorders and the drugs they were trying 
out at the time had him in a fog all the time.  And he's the guy who's 
new to roleplaying, and his character's a bit goofy and 
two-dimensional, but I couldn't steer him away from it.  Last session, 
we introduced his new character which I think is going to work out a 
lot better.)

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [                     Trim Your Quotes!                     ]
Don't do dat, it hurts my wittle bwain.
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KarenCravens
Karen Cravens

Sat

Dec 17
2005

18:50Z

Paradox two: bad acting

On Sat, 17 Dec 2005, Carl D Cravens wrote:

CDC>That's what we've been doing for years.  As early as 1968, our entire 
CDC>gaming group has been connected by email.

That'd be "1986" in case anyone was trying to figure out if we were using 
IBM 360 email or something.

(And before birth, in some cases.)

-- 
Karen J. Cravens  silver@phoenyx.net

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GuyHoyle
Guy Hoyle

Sun

Dec 18
2005

05:49Z

Paradox two: bad acting

Karen J. Cravens wrote:
> On Sat, 17 Dec 2005, Carl D Cravens wrote:
> 
> CDC>That's what we've been doing for years.  As early as 1968, our entire 
> CDC>gaming group has been connected by email.
> 
> That'd be "1986" in case anyone was trying to figure out if we were using 
> IBM 360 email or something.
> 
> (And before birth, in some cases.)
> 
Wow! Even 1986 is about four or five years before I ever HEARD of email, 
much less had it. It'd be off-topic, but I'd love to hear the story 
behind that.

Guy Hoyle, Lurker-At-Large
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KarenCravens
Karen Cravens

Sun

Dec 18
2005

16:46Z

Paradox two: bad acting

On Sat, 17 Dec 2005, Guy Hoyle wrote:

GH>Wow! Even 1986 is about four or five years before I ever HEARD of email, 
GH>much less had it. It'd be off-topic, but I'd love to hear the story 
GH>behind that.

You're soaking in it.

The Phoenyx started out in 1986 (1985, IIRC, but it wasn't public for a 
few months) as a dialup BBS.  Before that, we all hung out on a plethora 
of local BBSi; the Phoenyx (originally Old Phoenix Bar & Grill) started up 
when the Lone Wolf sysop got all grumpy because I wouldn't let him bring 
his active-duty Navy commander and two battleships into a tramp-freighter 
Traveller game.

Of course, we didn't call it "email" back then, it was just "private 
messages" on any given BBS.

-- 
Karen J. Cravens  silver@phoenyx.net

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GuyHoyle
Guy Hoyle

Sun

Dec 18
2005

21:27Z

Paradox two: bad acting

Karen J. Cravens wrote:
> 
> Of course, we didn't call it "email" back then, it was just "private 
> messages" on any given BBS.
> 
Ah, BBSes I'm familiar with. I ran up some spectacular long-distance 
bills dialling into Bob Quinlan's old Red October board. (In Texas, it 
costs more to dial long distance inside the state than it does 
outside... go and figure it!)

Guy

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