12-10-2017, 10:15 AM | #11 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: What will you not allow?
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Suspect: "Yes, and you are also in on it with me!" Police: "No I'm not, and you are under arrest." Suspect: "Yes, I'm under arrest, but what is this? You are driving me to our secret hideaway instead of the police station." Police: "No, I'm not." Suspect: "Um...I don't think you know how 'yes, and' is supposed to work." Police: "You were trying to use Performance on me and not Acting, sorry." |
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12-10-2017, 10:16 AM | #12 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What will you not allow?
Back when I was running Whispers (the THS campaign that trooper6 played in), we had one player who was doing what I think is called immersive play: That is, he was focused on entering into the mentality of his character and experiencing the game world and its events as his character would. This wasn't readily apparent to me, and I think not to the other players; what we saw was that his character seemed kind of withdrawn and uncommunicative, and occasionally did inexplicable things. Then one day he posted on livejournal about how his character saw the game events, and it was way different from anything I had imagined; it showed that his character actually had an inner life and a worldview.
So I suggested to him that, while it was fine for him to be figuring those things out for his character, it would help if he also did things to make the rest of us aware of her viewpoint. I didn't ask for idiot lecture; I just suggested that he give her facial expressions, or short comments, or that he occasionally describe her reactions. I take that to be one part of "acting": thinking about what you can say or do to give your audience (the other players) a window into your character's soul. For me, now, that's very natural. I'm thinking about how my character would react to a situation or event, but I'm also thinking about what the other players would think of a given action or line of dialogue; I'm a layer or two back from the visible surface of my character's actions. But for just that reason, I play a character who is mostly reacting directly, rather than calculating what to so, so that I don't have to keep separate track of what I'm calculating about the reactions of the other players and what my character is calculating about the reactions of the other fictional people in the game world. I suppose someone more gifted than I am might be able to think on both tracks at once.
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Bill Stoddard I don't think we're in Oz any more. |
12-10-2017, 10:31 AM | #13 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What will you not allow?
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Bill Stoddard I don't think we're in Oz any more. |
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12-10-2017, 12:08 PM | #14 | |||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: What will you not allow?
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But I've got social skill problems... so I do that for myself as well. Every-time I meet knew people that I plan to have long term friendships with, a part of my imagination landscape becomes devoted to playing out potential conversations, etc. This way I can react at a more appropriate time-frame with people instead of sitting there looking like 'the weirdo' (for several seconds to a few minutes too long) puzzling out what sort of response is required. I mean that last bit still happens occasionally, but I've usually plotted out some sort of response even if it isn't 100% correct so I tend to default to those instead... and then once I've reasoned out what should be said, just pull ye olde "Oh, you meant blah, blah, blah, sorry I misheard you" and give a better response if it seems necessary. Quote:
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Or rather it became natural. For the first almost decade I RPed, it was mostly just roll-play with hints of role-play starting to nudge out. Playing freeform games helped to bring that out as well. |
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12-10-2017, 12:31 PM | #15 | |||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: What will you not allow?
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I tend to have a fairly clear mind's-eye view of what's going on, as in I can actually "see" it, in much the same detail as visual memories. I'm very aware that this may not match what the GM imagines, so I'm very fond of clear descriptions, and will ask questions to clarify. Quote:
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I don't use florid description, and don't really like it when other people do. Clarity is really important to me. I'm also much more interested in outcomes than "looking good" doing things, because my models of story are based on prose fiction, rather than moving-picture media.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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12-10-2017, 12:33 PM | #16 | |||
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: What will you not allow?
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That's what Kromm's saying, but I totally disagree. Ditto. Quote:
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12-10-2017, 12:46 PM | #17 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What will you not allow?
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12-10-2017, 12:56 PM | #18 | ||
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: What will you not allow?
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Many of us disagree. |
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12-10-2017, 01:28 PM | #19 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What will you not allow?
That's true for me as well; in fact I've had conversations with writers whose model of fiction is "film a movie in my head, and then write about what I see," and I find that deeply alien. But in a novel, you don't see the expression on the character's face, or hear the tone of their voice; you get the description and dialogue that the writer provides, and possibly stream of consciousness, or an omniscient author account of what the character is thinking. And I tend to view the player as a co-author who needs to provide that same kind of verbal description for the things that the other players need to know.
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Bill Stoddard I don't think we're in Oz any more. |
12-10-2017, 01:29 PM | #20 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What will you not allow?
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