by Iconoclast_ on Sun Jul 11, 2010 3:52 pm
Okay, so I said I'd have more, and I'm in the mood for a bit of philosophy.
We are all likely familiar with old Gamist, Simulationist, Narrativist, debate, about how a gamer approaches a game focusing on either Gameplay, Rules Realism, or the Story they want to tell. But while this debate focuses on the player (or GM, or game designer) I'm interesting in what are the three elements of a CHARACTER.
So, are there three primary elements of a character, and if so, what are they?
Well, the three I've come up with are Ability, Personality, and Relationships. Let me explain. (because just about everything I say seems to need explanation)
Ability is, well... Just about EVERYTHING on your character sheet. This one word I'm using to sum up most of what we use to describe our character, your stats, your skills, your talents and special powers. Maybe, this can also include your equipment.
Next is Personality. Again, it's pretty straightforward, as this is how you play your character, his backstory and reactions to events. Sometimes this is well defined when you create your character, other times it's vague and needs to defined through game play.
It's the third aspect I'm going to focus on for this discussion, the aspect I feel is too often missed by gamers, Relationships.
Relationships are an important part of our lives, but too often in games, we relegate this to the other PCs, treating the NPCs in game as tools we can use, rather than actual people. Perhaps your group is different, but if not, I'll offer some suggestions to bring out this aspect of the game.
Friends and Acquaintances.
To encourage your players to think of NPCs as people your PC interacts with on a regular basis, put a "relationships" list box on the character sheets your players use. When they encounter a NPC who they consider interesting, have then list that character in the Relationships box. If they've only just met briefly, or example a friendly merchant, that person is an Acquaintance. If they did a quest or significant favor for that person, then they've just made a new Friend. Use this to encourage your players to see the people in the world as potential friends, who can offer the PCs quests that grant them experience points.
Hey, it worked for Facebook...
Family.
Too often players run the Orphan character, a PC who's "parents were killed by..." sometime before the game starts. While this was fresh and original in 1939, when Bob Kane did this with Batman, now it's become tired and cliche. Typically, the PC will walk the earth with no family and a chip on their shoulder.
This is acceptable once in a rare while, but after Orphan PC adventurer #729, it gets old FAST.
So how to get the player to make a character who's parents are actually ALIVE when the game starts?
Have the players make a list of every living, or now dead but significant, family member they knew growing up. Encourage them to compile the list by giving out 5 xp per family member. Making a family for a PC is rather easy, just a name, relationship, and a paragraph of their significance to the PC. For example...
Name: Uncle Bob.
Relationship: Uncle (mother's side).
Description: Uncle Bob taught young Lancelot how to use a sword when he was young.
This will give players some bonus experience points for their character to start with, flesh out their backstory a bit more, and hand you some NPCs they can interact with (and use to pass out quests). It's Win-Win in my book.
But how do you, as the GM, use these family members? Maybe, you don't, but you instead have the players do that for you.
Am I crazy? Probably, but let's find out.
Using Meta-Gaming to improve Immersion.
Typically, GMs see meta-gaming as a bad thing, it's something that takes players out of the game and makes them think of the game they're playing as some entertainment construct. The infamous line "Oh, the GM won't kill us off here, we haven't even found out who big boss is yet." is the bane of many a GM's existence.
But what if you could use Meta-Gaming to actually improve immersion?
At this point most of you have already labeled me as crazy. Are you right?
What if you could give the players a reason to want to come back to their family, to want to help out their family, and even to endanger their family members, all though some strange meta-gaming mechanics you add to your D&D game?
Can such a thing even be done?
Disclaimer, I'm assuming you're playing the latest version of D&D, but if you're not playing 4th edition, this could still apply.
How about if you give all the players four cards. On one card is written the word "illness". On another card is written "kidnapped". On the others is "extortion" and "indebted".
You're probably saying something like "huh?" or "why?"
Well, in 4th edition, there's something called an Action Point, which gives you an extra move in that round. This is an encounter power, so you can only spend it once per fight with a group of baddies, normally. So how do you use this Action Point to encourage the player to visit and help out their relatives?
Create a meta-gaming mechanic to encourage the player to use one of the four "endangerment" cards on one of their relatives, and in exchange, they can "reset" their spent action point, allowing them a second use of their action point. Alternately, if you want, they can also do this to reset a used encounter power, so they can use it a second time.
We'll call this mechanic "Karma", as they have something good happen to them, but then have something bad happen to them in the future. Obviously, with four cards, they can do this up to four times per adventure. Each time a different affliction on a different family member.
Now, when the adventure is over, they know they'll have another adventure in the future when they go to the next family reunion, or visit Uncle Bob's house. Better still, they'll have a degree of control over this, so they don't complain that you're "always screwing with my family to get back at me". If something bad is happening to their family, they'll know exactly why.
But what happened to their family member?
Well, first off, you don't want to go killing off family members. They serve as a nice quest hub, and the players even endanger them for you, leading to future quests. However, the player will be offering you the chance to start a new quest for the group, based on the card they played on that family member.
Let's say one of our players played an "illness" card on Aunt Flo. They visit her to see what happened after the dungeon crawl. There are a few things you can do here. The illness that hit Aunt Flo may just require a very expensive medicine, so the PC has to spend some of their money to save their relative. Alternatively, you could have the PCs visit the Apothecary themselves to get the medicine, only to learn the Apothecary is out of Unicorn Tail Hairs, so the PCs have to hurry and pluck the tail hairs of a local unicorn to grab the reagent so they can get the medicine to their aunt in time.
It can be as simple or as complex as you like.
Now, in the next adventure, another player uses the "Kidnapped" card on their Niece. Knowing their niece was kidnapped, they then rush to her home. What do you do?
One option is to have her kidnapped by bandits who knew the PCs had just pulled loot out of a dungeon, so they hold her for ransom. Do the PCs pay the ransom, or show the bandits they don't mess with this group or their family, possibly risking her life in the process?
Alternately, they could arrive at her home and find she's just fine, waving at them from the porch as they approach. So what happened?
Possibly the girl was kidnapped, and the niece they see is a changeling, there to make sure no one suspects she's really been abducted. The PCs slowly find out as she starts to act odd, or remembers events incorrectly.
Or maybe the "kidnapping" isn't of her body, but of her memories. She's been possessed by a malevolent psionic entity that's eating her mind and memories. They watch as the young girl starts to forget her life, and needs help, that maybe the PCs can't provide unless they hire an expert.
Likewise, the "extortion" and "indebted" cards can be played obviously, with a simple straightforward solution, or you can make it more complex, where the PCs have to find out what happened, and then go on a significant quest to solve the problem.
Does the family member who's being extorted even want the PCs to know what it is? Is the Indebted family member short on money for their taxes, or a chronic gambler who needs help beyond just what they owe?
There are multiple ways of handling this, depending on how you want your game to go. But it's something that can improve immersion through, of all things, meta-gaming. If you want to try it.
Of course, if you are playing an earlier version of D&D, you may have to change things a bit, by using "Karma" to reset a spent spell, or allow the player to use a feat they don't yet have. However you want to do it and think is best for your game.
Well, good luck with it. Hope this helps your game.
Bwa-ha-ha-ha! No one expects the Gnomish inquisition!