Ronin Storm

Joined: 13 Jan 2004 Articles: 5 Comments: 0 Location: York, UK |
| Posted: Fri Jan 23, 2004 3:57 pm |
|
|
Raison D'Etre
Player Characters are not isolated. They exist in a web of relationships that link them to other Player Characters. A character in a box with no other characters to interact with in any way is boring and uninteresting - that character's story can be the most detailed and inventive in the world but without someone to tell that story to then all that detail may as well never have been created.
It is through our characters' relationships that we find fun in a roleplaying game: their strife with an ancient adversary, their love for their kin, and their trust (or lack of it) in their fellow Player Characters. Through these relationships our characters' stories are told.
However, the nature of the relationship colours what pieces of the story are told and how they are perceived. Creating, defining and understanding the nature of those relationships is what this theory is about.
We generally accept that relationships are critical. How do we make them? And how do we make the most of them?
References
I make occasional comparisons or use concepts described elsewhere in the following. The primary bases for my thinking are listed below:
Character Is Not Important - an essay by Steve Cooper (an old friend of mine who showed up once or twice at SWG-RP)
Player Empowerment Theory - an article posted here previously by me
Meta Preamble
The thoughts below are relatively unstructured and still being refined. I've thrown a summary of structured thoughts at the bottom of this post to bring the thoughts together some but I'm still working on this (in a longer term sense). However, as I've not written anything against this for around four months or so I figure I'll put this up as is.
The concepts here I feel could be applied across the roleplaying medium, but the discussion is focused at online gaming. I once read Everquest described as being like the city of London - there are millions of people but no one talks to anyone and, if anything, you feel all the more isolated rather than feeling part of a community or play group. I think that's true for many un-Guilded people in Everquest.
I want to draw players together. One avenue for this to occur is through their characters. Hence the following...
Musing / Discussion
Steve argues in his essay "Character Is Not Important" that there are two kinds of relationships - stable and unstable. He argues that for roleplaying the "unstable" kind are what makes a character interesting and dramatic and therefore those are the kinds of relationships a character should seek.
That does not feel intuitive to me, and does not feel like the whole story.
Considering the roleplay group for a moment, both as a group of players and a collection of characters (considering that the character may not be "grouped" persay) the concept that unstable relationships are more interesting feels flawed. Character tensions (i.e. unstable relationships) can lead to a collection of prima donnas that either resolve or explode - i.e. change into a more manageable unstable relationship, form into a stable relationship or dissolve entirely after some event.
It's that "event" that worries me. The breakdown or explosion of a relationship, practically, can fall-over to the players as well as affecting the characters. My character kills your character before your character achieved something you were hoping for, as a player (and a character, perhaps) - this "denial" I have inflicted on your character through my character can lead to player emnity.
Now I can hear the voices that say "but not if you're a good, mature roleplayer" and I smile wryly. I am both and yet I still dislike people kicking my sandcastles down. For me, I can try to workaround. For others I know this can lead to the dissolution of the game as players no longer feel happy about the flow of the game. It's the basic disruption of the community around the game.
That "event", without boundaries, can be a dangerous thing. Unstable relationships, when poorly conceived and built for the purpose of pleasing oneself, can be a dangerous thing.
Implicit in many of Steve's writings is that "players are not being arseholes". Online, you can't be sure of that, nor can you be sure of that at tabletop conventions or new roleplay groups. I find it safer to assume that players can be self-centred about their characters and that can lead them to act for themselves and not for the play group and, ultimately, roleplaying is a group activity.
So, let my basic premise begin that we're playing in an environment where we needn't trust each other implicitly, people can have their bad days and that we're playing in a group of players (even if not as a group of characters).
The play group is a cooperative item - it agrees what it communally wants to play and how it wants to play it. For the most part, remaining part of that play group directly implies that you wish to be part of that cooperation and that you don't substantially disagree with its choices of "what" and "how". As such, it's relationships are cooperative.
Tabletop can have you build relationships before the game begins. For a "group-oriented" game - i.e. one where the characters are intending to operate in the same locales, often towards the same goals - these relationships are often about binding the group together, not finding reasons for the group to contain internal tensions. Intra-group tensions need to be balanced off against intra-group "attractions" (the reasons to stay together).
It's like a bunch of magnets - if the pressure between each magnet is stronger than the forces holding them together then either the pressures need to decrease or the magnets will be forced away from each other. Bearing in mind that it's no fun to be the player sat in the corner while the rest of the group plays together we must bear in mind the play of tensions versus attractions and seek to balance them in some fashion.
Consider your day-to-day relationships. There's a small bunch of people you really like and seek to be around. There's a small bunch of people you strongly dislike and seek to avoid. There's a mass of people that you interact with because they're there, but you don't really think much of either way.
That seems to imply that there are actually three modes of relationship, not Steve's simple two.
- Positive relationships - those that "attract" you to others and others to you.
- Negative relationships - those that repel you from others and others from you.
- Neutral relationships - those that you seek occasionally or necessarily seek (because of work or circumstances) but that you don't spend much time thinking on.
Now, how you react to those relationships is a different consideration. Just because a relationship is "positive" it does not automatically mean that it will work out or even that you will seek to make it work.
Just because a relationship is "negative", it does not mean you will avoid contact and, in fact, you may seek exactly the opposite through conflict.
It is quite possible that on each side of a relationship (clearly a relationship requires two people, and, for these purposes, we're only considering the one-on-one relationship) has a different "polarity" (i.e. positive/negative/neutral) for that relationship or a different way of describing it.
Consider this scenario:
| Quote: | Jake is in love Sophie. For him, this is positive towards Sophie - a reason to be closer to Sophie.
Sophie is in love with Dirk. For her, this is positive towards Dirk.
Sophie doesn't find Jake attractive (perhaps he's ugly?) but doesn't want to hurt his feelings. For her, this is negative - she doesn't want to be with him, though she isn't going to actively avoid Jake.
Dirk isn't aware that Sophie has any feelings for him. For him this is a neutral relationship towards Sophie.
Dirk has an old rivalry with Jake, but in a friendly way. For him this is positive, as he needs to be able to talk to Jake about what he's done in order to maintain that rivalry.
Jake reciprocates that rivalry with Dirk, also in a friendly way. For him this is also positive. |
[For those who are feeling really brave I've put together a simple logical notation for this... I'm sure there's already such things in existance but I'm a devil for working in a vacuum and inventing afresh what I need!]
The important thing here is that you consider a relationship from both sides of that relationship as that relationship may significantly differ in aspect according to each person's viewpoint. In that description it is clear that relationships are not all "like-like" or "hate-hate".
This feels as if we're describing magnets, except that likes tend to attract (either constructively or destructively) and opposites tend to repel or cause friction. Understanding the nature of these relationships is probably food for a different essay - simply describing the availability of these relationships and understanding that you only own one side of a relationship feels very important.
Once we understand these relationships we can start to talk about linking characters together.
For example, I might write a character ("Bob") who only has a couple of close friends and an arch-enemy. Described as relationships that might be:
| Quote: | Bob loves Person X.
Bob trusts Person Y.
Bob hates, unto death, Person Z. |
Note the blanks - persons X, Y and Z. Consider that these people can be different people but, equally, some or all of these people could be the same.
So, another player may come along with a character ("Sue") describing a set of relationships thus:
| Quote: | Sue is attracted to Person A.
Sue works with Person B.
Sue feels guilty about something she did to Person C. |
Effectively, each person (in programming terms) presents an interface - a set of hooks that help create informed interaction between two characters. We could bind these characters together in a variety of ways, should we choose.
Perhaps Bob's Person X is Sue. Perhaps Sue's Person C is Bob.
Therefore:
| Quote: | Bob loves Sue.
Sue feels guilty about something she did to Bob. |
Ooo... so what's going on here? Was Sue cheating on Bob? Now, we could add to that mix that Bob's Person Z is also Sue. Let's extend that description:
| Quote: | Bob loved Sue.
Sue feels guilty about something she did to Bob.
Bob hates, unto death, Sue. |
We're making use of interactions that Bob's player and Sue's player find interesting and want to play. In other words, we're helping two players interact through their characters. It might feel, at first, a little formalised. However, the description can help us steer away from the "group of adventurers" or "all good friends" cliches that are so common without the play group falling apart for lack of reason to stay together or interact.
In Summary
Relationships require two characters.
Each character can consider a relationship in one of four ways, from an external observer's perspective. They can:
| Quote: | be unaware of the relationship
be aware and find that relationship attractive
be aware and find that relationship repulsive
be aware and be indifferent to the relationship |
The first provides the option that one character can have (or wish to have) a relationship with another character without the other character's knowledge.
| Quote: | | e.g. a villan who is being hunted by the son of a murdered father without realising this son exists. |
The second provides a relationship that tends to attract the first character to the second. This is the basic glue that holds characters together.
| Quote: | | e.g. two characters are friends after fighting in the wars together and trust each other's actions, motives and opinions. |
The third provides a relationship that tends to either repel the first character from the second or tends to lead to friction or conflict in their interactions.
| Quote: | e.g. a man avoiding his ex-wife because of the memories her presence invokes.
e.g. the son of a murdered father hunting a villan to avenge his father's death. |
The fourth provides an array of functional relationships that exist because of environmental factors or necessity factors.
| Quote: | e.g. a man working with a collleague at work on a project.
e.g. a convict seeking a backstreet medic to patch up his bullet wounds. |
In understanding these relationship types we can help to build an interesting variety of relationships between our characters and other characters, be they Player Characters or non-Player Characters, in the world.
Additionally, the description of these relationships provides the ability to offer "hooks" into our characters. This is particularly important in an online game where isolation, especially at the outset, can be a prime candidate for the player to play elsewhere (i.e. a game where their character is not isolated).
System / technology support to help a player describe their character's relationships could then provide a searchable database of potential hooks that a new character could seek to attach to - in other words, a list of potential relationships that character could seek in order to become integrated with the game world's character community.
And... so what?
Understanding how characters relate with other characters is only so interesting. It almost feels abstract, except that it clearly leads on to an understanding of group interactions. When we're discussing play groups and opportunities for new players to get involved, which is where I'd like to get to, then having a very clear understanding of the basic nature of relationships will be critical. |
|