Thursday, 26 May 2011

[advice] What's my Motivation? @darkerdaysradio #roleplay

Zombies
So here I am going to address something that I have seen come up in games and on forums is in game and out of game motivations.

A player obviously has certain goals they wish to achieve in a game. Having fun is number 1. Feeling that they have participated in a good story is another. They also wish to see their  character achieve certain milestones and follow a certain plot arc. But then some players like the challenge of just beating the game, or solving all the riddles etc.

However, there can be times when the objectives of the player can be in conflict or not in keeping with the character they are playing. Or when the player has bled over into the character. The player then starts to make decisions, or take actions that conflict with how the character was designed. The player has begun to metagame  and is letting out of character knowledge or opinions influence the characters own actions.

What does this mean in play? Well it could mean that a character is acting too aggressively because of player frustration or opinion. Or it could mean that the character gets into too much action simply because the player chases any form of plot they percieve, simply because they believe they should. It can also mean that a character can act in ways  such that they do not pursue risky behavior even though it is in the character's nature to do so.

How do  we get around this? Well it means being more mindful of the character's nature. More mindful of the things they love, hate, fear, and find interesting. It means putting the character in harms way when as a player you know that it foolish to do so. Or even the opposite scenario, and having the character refuse certain actions even though you as a player  are aware that doing so hinders the plot.

However, staying true to the character motivations enriches the story, and they are challanges that should be overcome through roleplay. So if a character has a fear then it should be  roleplayed out can act as a milestone. Or perhaps they are an addict. Or may even socially inedpt and must learn to be at ease with others. And it may even mean the character coming close to or even dying. But then even a character death is rich with plot and should be properly explore so that the death has meaning. This envitable fate can in fact be a joy to roleplay out.

This ultimately means the goal post for the game. Winning is not about beating the bad guys,  it's about telling a compelling story, even if it means putting the character through a hell you as a player would not even want.

 

1 comment: