This week the Play on Target podcast talks about what makes a good PC. You
can see we’ve cleverly put this up against the previous episode considering NPCs. We manage to do the episode with minimal “let me tell you
about my character…” moments. Instead we talk about what’s a good PC for us as
players and as GMs. I love a PC slightly flawed, but not too awful, who makes a
difference in some abstract way. That can be having an impact in play on the
world or managing to showcase some neat concept or idea. As important, a
good PC has to have room to breathe: enough sessions and play time to come to
life. There’s a whole graveyard of cool characters I regret because the GMs
shut down their campaigns after only a few episodes. Super-frustrating when you’ve
come up with something that immediately sparks for you.
SOMETIMES THEY GOTTA
BE LONE WOLVES, BABY
In the episode we discuss PC flaws I’ve restricted in
campaigns: Loner, Bad Temper, Stubborn. Usually these prove less a problem for
the player and more an obstacle for the party & GMs. I don’t mind
interparty tension or character flaws that create problems. But sometimes these
don’t create challenges or difficult choices. Dirty Harry’s attitude gets him
into trouble, but doesn’t generate meaningful consequences or troubling
decisions He doesn’t struggle with them; instead he plows through and the world
has to get out of the way. That’s fine for iconic characters and some games
thrive on that. But a party jammed with or imbalanced by can become wearing.
On the other hand, I recently saw an exception to this. During
a recent session, one PC (Mister Miracle) broke off on his own to plunge into
the Phantom Zone. He ignored the warnings of others, didn’t tell anyone what he
was doing, and potentially could have released a horde of supervillains. But it
felt right and everyone enjoyed it as we moved back and forth between scenes.
Why was everyone on board? Because that PC had built up trust and good will
over the course of the campaign. He’s established himself as a thrillseeker,
lured by dangerous places and traps. That’s been a consistent characterization.
And in each of the three arcs he’s had one or two moments where that has gotten
the better of him and created crises. But he’s also negotiated about that- been
willing to be talked down without too much problem, hasn’t done anything to deliberately
screw the group, and has generally used that personality quirk as something
fun. He’s traded off overcoming those impulses enough times that I think the
party had no problem when he did give in.
That’s hugely important. Those moves and moments come in the
context of larger play. The group has an implicit dialogue about that. In a
sense they’re trading moments. I’m going to withhold my disad now in favor of
the group or back your moment where you indulge, but at some point in the
future I’ll want an equally interesting and cool moment, and you’ll be down
with that.
LET ‘EM BE
I can’t stress this enough- let your players be trailblazers
for whatever cultures, races, organizations, and communities they come from. If
they define them in a particular way: buy into those. That doesn’t mean taking
everything as gospel, but be willing to adapt your vision to that of the
players. If the players present themselves as a typical member- use them as a
model. If they position themselves as exceptional or antithetical build the
culture in contrast. I have Elves in my fantasy game and my vision of them has
been in a constant dialogue with the players who run them. I don’t really like
classic Elves, but some of them do- and that tension has really shaped their
presentation. The Elvish people have survived and become more interesting
because of that negotiation.
YRMV but I think the payoff for this approach beats out my
sticking to my guns about how something ought to be. For one thing it
encourages player buy in. They know that if they take the time to develop
traits or come up with ideas about their personal history, it will have an impact.
For another it can save the GM work. If you allow the players to fill in some
details you can put your attention and labor elsewhere to complement that.
Finally I really believe that you get more interesting material when different
visions come together to make something new. When a player introduces a new
element that spurs me to think about the context- and often spins out into even
more cool and connected plots, characters, and concepts.
I made this an explicit part of the game when I ran The Last Fleet. Each player had a character from one of the surviving races. I let them determine
what they were like- and how they reacted to one another. I riff off of the
elements they put into play. Jeanne, for example, developed her feline Namiir
race into a weird mix of practicality and artistry. They became more than just
Cat People with a penchant for assassination. Kenny over the year helped share
and create what Drow meant in our ongoing fantasy world- not AD&D
undergrounders, but staunch traditionalists unable to change to deal with
modern life. It goes beyond fantasy games, though. Sherri’s play in our first
Changeling campaign helped me see elements about the different seemings and
kiths. In particular she defined the “Wizened” as persons trapped in a role or
duty, unable to break away from that. Matt’s presentation of Mister Miracle in
our M&M game has shifted the campaign as a whole to be more cosmic. He’s
helped to redefine the cosmology.
If you like RPG Gaming podcasts, I hope you'll check it out.
We take a focused approach- tackling a single topic each episode. You can
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A great podcast! I only wish it had gone on another good half hour or so. I have all but assigned it to my players as mandatory listening (OK, I said please).
ReplyDeleteMy current group, which is a mix of people of known for a relatively short time and a good number of years now, simply gels differently from my older groups. Back in the day, I had a lot of groups who knew each other for a while, even if they were just meeting me for the first time.
For example, in my old-old NJ group, one of my best friends for years introduced me to a group of people who consisted of: An old friend of his I didn't know. A couple and a young woman who had all gone to high school and/or college together. Two brothers, one of whom was married and his wife played too. A fellow who'd been friends with one or more of the others for years (but didn't know everyone).
My current groups is considerably more 'new' to each other, and to gaming, and we run into a lot of the issues you guys discussed.
Again, great podcast!
Remember me if you ever do one on comedy games. ;)