Wednesday, January 14, 2015

Characters: Gaming, Fiction, Life

So there's this guy who used to game with us. He made himself persona non grata in our house and Damon and I don't play with him anymore, but he's still in a group with someone else we know. (And if you're reading this, A - your feelings are about to get hurt, but I'd advise you to pay attention, because sometimes the way to self-improvement is through hurt feelings. If you had ever shown any sign of actively listening to me I would've said all this to your face long ago.)

He gamed with us for a long time, and for most of that time we didn't understand why he was showing up. And though he has not done any of the specific things there that have made him unwelcome in my home, we are still regaled occasionally with tales of what A did, in the other gaming group, to demonstrate that he hasn't changed. He brings an electronic device and does things on it rather than paying attention to the game. He comes late. He deliberately builds suboptimal characters that don't accomplish things in the game.

I have often thought, and several times remarked, that if you gave A a high-level, fully-optimized character and ran him alongside, or in direct conflict with, a low-level, poorly-optimized character played by Damon, Damon's character would still be the effective one. Because Damon would (grumbling all the way at the unfairness of it all) milk every advantage he could out of the character he had, that character's surroundings, the game mechanics, and the dice. A wouldn't even use the advantages that were spelled out for him on his character sheet.

I wish to be clear about something: I build suboptimal gaming characters all the time. I get my stats (in systems derived from D&D, four-d6-drop-the-lowest-and-arrange-as-desired is the one true character generation method; all others are cheats and imitations), I get the specifics of the campaign setting, a backstory sparks, I create a character, and then I do all the fiddly skill-building, power-assigning, equipment-buying stuff - in character. When we play Pathfinder, a D&D derivative whose creators believe heavily in "the build" as the be-all and end-all of character creation and combat as the main focus of the game, I sometimes feel crushed under the weight of the decisions that have to be made, and if I don't get Damon (who is great at manipulating systems) to help me I generally have a character who would die if not surrounded by combat monsters and healers. Even in a rules-light game like the current Deadlands campaign I mentioned a couple of weeks ago, I often find myself looking around for something Miss Cranthorp can do while the other characters are fighting. Put Miss Cranthorp into melee and she's at a loss.

But - and this is why people respond to Miss Cranthorp as an awesome character and to A's characters as bad jokes - if Miss Cranthorp can't fight she will volunteer to drive the train to free up the current driver for combat (and accidentally shake a bunch of mooks off the top of the passenger car before they can enter melee, suddenly putting the odds in our favor). A's characters, in a similar situation, will hide, or spend several rounds building up personal defenses while other party members are getting clobbered within arm's reach, or run away, or do nothing at all because A is watching cat videos or something on his laptop and the GM gets tired of trying to get his attention.

My characters are individuals who engage with other individuals in the game, with the setting, with the particular problem in hand. I inhabit them fully while I play them, and even if they die (which they tend not to, even in Pathfinder), people remember them fondly, and not as suboptimal at all. Being remembered well is a more important part of "winning" in RPGs - and in fiction - than is triumphing. Many a great gaming story ends in a Total Party Kill. Nor are Romeo and Juliet memorable for their ability to solve the conflicts presented to them by the plot!

A doesn't appear to inhabit his own character fully, much less the fictional ones under his control. He doesn't engage with the people around him enough to understand or even respect their points of view (which is how he got kicked out of my house). He doesn't understand the rules - of the game, of the story, of the society he lives in - well enough to use them, abuse them, or even effectually break them. He won't even engage his own problems, preferring to continue behaving in the same way endlessly amid people who don't know why he showed up and inevitably grow contemptuous of him.

Which is why I'm bringing him up. A no doubt has reasons for the behaviors he slouches along in. One reason we dealt with him as long as we did was that we assumed he had a lot of crap he was dealing with and that, as fellow borderline social-rejects, we were doing him some sort of good even though we couldn't see it, by providing a safe place to work through - whatever he was working through. But it's been more than 15 years and, if our friend in his current gaming group is to be believed (I have no reason to doubt him), he's still passively, stubbornly, even a little self-righteously, not doing the same old things he always never did. No meds, no therapy, no experimentation. No engagement.

An awful lot of life is just a matter of showing up and paying attention.

Maybe you don't understand the rules. You don't have to understand them to engage with them. To challenge them. To find your way through them. To bend them to your will.

But you require a will, first.

You have to have a character before you can create a character.

Are your characters flat and lifeless on the page? Are they boring? Are they whiny? Are they collections of quirks and flaws and virtues moving through the plot rather than people moving the plot around? Do they all sound like each other?

What about you? Are you showing up for your own life?

If you're not - it doesn't matter why you're not. Maybe your reason's good, maybe it's crappy; either way, it's preventing you from doing something you say you want to do, i.e. write well.

So what are you going to do about it?

No comments:

Post a Comment