Being a player after being a DM

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Frank Tarcikowski:
Yeah, what David said. If the whole situation isn't really plausible (who are these guys and why are they doing this?) then how can you role-play (as in: play the role of) your character? My PF game mentioned above is the Kingmaker adventure path which has a little "player's guide" with some ideas on what kind of characters may be fitting, and why they'd be going. But still, half of the group is made up of characters who don't really make much sense there.

I guess the best you can make of it is to go for funny in-character banter, and embrace the tactical situations. Nobody expects you to give gripping character portrayals and resourceful creative input. Maybe you could come up with something that gives a little recognition value to your character. If he's a barbarian and you're into that kind of thing, you might try and talk in a deep, gruff voice. Maybe your character always talks about his old chieftain? "Chief Eagle-Eye always used to say, a man can never have too many knives", or something along those lines. The odd joke about "mellow townsfolk" may seem a little too clichéd but hey, try it and you may find that it's appreciated. Maybe do a little reading up onlines about Krynn, so you can participate in some appropriate name-dropping.

Character portrayals in the kind of game you are describing, from what experience I have, are usually limited to portraying your character while you solve the mission at hand. While you discuss tactics and strategies with the other players in character, while you talk to NPCs to get information or support, and so on. I wouldn't expect the game to get any deeper into the individual characters and their stories.

- Frank

contracycle:
Quote from: Kyle Van Pelt on November 04, 2011, 02:52:34 PM

2. People's backstories kinda came outta nowhere, and I don't know how they happened to get brought up. During the first session, almost 30 minutes of play passed before I spoke up, saying, "So... what's everyone's names and what do you look like?" The DM clapped his hands and said, "IT'S ABOUT TIME SOMEONE SAID IT," then everyone else started to give descriptions like "I look like a Fighter" and "I'm an elf who doesn't like humans". I was kinda shocked, since in my games I always started the session by giving the players not only a good reason to be in a party but to have a common ground. They also usually had a few minutes to explain who they were, what they looked like, and occasionally devise ways for their characters to know each other (like being adopted brothers or co-workers or schoolmates or something.)

A thing I used to do, and which some other people adopted, was to start each session with a little vignette from each player about their character.  Like those cuts you see at the beginning of a TV episode, whwere all the characters are shown doing something typical, and the actors name is shown, so everyone knows who they are.  so on that model, people could use these little scenes to describve the character doing somethingthat was meaningful or representative about them.  Perhaps your group could borrow that idea.

Quote

The dialogue isn't bad, and one guy in particular is an excellent roleplayer who seems to drive the party forward more than the rest. As people, the players and DM are all very nice and willing to help, so I don't feel alienated at all.

Ah, well then another idea is to forge a close relationship with this player and character.  Make it your business to assist this person when they want to go in some direction, and involve yourself in whatever they are concerned about.  Sometimes the GM will rely heavily on someone like this, if no-one else is much bothering with the story, such as it is; if so, your help will be appreciated, and it might also help create a more constructive attitude, by example, in the group as a whole.

Kyle Van Pelt:
Quote from: David Berg on November 04, 2011, 04:26:26 PM

When I'm trying to develop a character in a tactical game, one question I try to make sure I have a good answer to is, "Why is my character going on these dangerous quests?"  By not stopping at an answer that's merely sufficient, and instead pushing for something that actually inspires me, I put myself in a better position to find meaning in all the ups and downs of the characters' endeavors.


Absolutely. That's a fantastic point, as I think I've become accustomed over the years to creating NPCs that "make sense" without actually enhancing the story, which they should be doing. Good call.

Quote from: Frank Tarcikowski on November 05, 2011, 03:53:47 AM

I guess the best you can make of it is to go for funny in-character banter, and embrace the tactical situations. Nobody expects you to give gripping character portrayals and resourceful creative input. Maybe you could come up with something that gives a little recognition value to your character.


This also makes sense, but I think I need to be careful about it. The last thing I want for my character is to be relegated to some kind of comic-relief caricature, which is easy to do with a big, dumb sword-swinger. This brings up, I think, one of my major problems with playing the game so far: I feel like I've sacrificed so much of my good NPCs so players can have fun, that I don't want to make ANY compromises with my PC. There are two inherent problems with this thought:

1. If I'm not compromising a little with my PC, then I'm not embracing DM and peer perceptions of my character, and therefore shutting down any input I could use to RP better.

2. If I feel like I'm sacrificing my NPCs just so the PCs can have some piddly little fun, what does that say about my DM style?

All of your posts have been very insightful, so thanks again. I'll recount some actual play stories of the PF game next post; I'm not enough of a morning person to do it now.

Kyle Van Pelt:
Sorry to double post, but contracycle said something awesome.

Quote from: contracycle on November 05, 2011, 04:06:50 AM

A thing I used to do, and which some other people adopted, was to start each session with a little vignette from each player about their character.  Like those cuts you see at the beginning of a TV episode, whwere all the characters are shown doing something typical, and the actors name is shown, so everyone knows who they are.  so on that model, people could use these little scenes to describve the character doing somethingthat was meaningful or representative about them.  Perhaps your group could borrow that idea.


Yes.

My game, Kamui, is meant to be played as though it were a TV show or anime, and this approach to introducing characters is right on the money for it. I had considered something similar, but to know that your method not only works but is productive gives me great ideas.

I know it's a little off-topic, but would you mind giving an example of this kind of character introduction? I don't know if it merits a daughter thread, but successfully introducing a character or party is something I've always found games to lack inspiration on.

Frank Tarcikowski:
Hey Kyle, it occurred to me that the Pathfinder game is probably pretty straightforward but the more interesting question is what's up with all that "accommodating" DM style and those "sacrificed" NPCs. What do you think?

- Frank

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