From: markg@vulcan.anu.edu.au (Mark Grundy)
Subject: Re: Mechanics to Support Characterisation?
Originator: markg@vulcan.anu.edu.au
Reply-To: markg@arp.anu.edu.au
Organization: Australian National University, Canberra, Australia
Date: Wed, 26 Aug 92 00:44:36 GMT


        In  article  <1992Aug24.122552.310@hhcs.gov.au>,  makinc@hhcs.gov.au
    (Carl Makin) writes:

    > AD&D alignments were mainly used  as a crutch for players who  weren't
      sure  exactly  how   to  play   their  characters.     The   Pendragon
      characteristics seem  to be  like that  as well  (although I've  never
      played Pendragon  so I  don't really  know) Other  games systems  have
      similar mechanisms to help inexperienced players along.

        While personality mechanics may be useful  for new players to get  a
    handle on their characters, I think that they can be equally useful  for
    experienced players who want their  character to sit closely within  the
    genre.  For such players, the  mechanics are not used to constrain,  but
    to focus and suggest additional possibilities for play.

    > [...]  how many  players get  that far  into their  characters?   Most
      players I have seen  (and I've seen  quite a few  as I've refereed  at
      number of  CanCons)  play their  characters  as they  were  themselves
      magically transported to the game universe.  Very few are capable,  or
      even interested, in playing characters with personalities different to
      their own.  In those circumstances a crutch like alignment can help.

        That is a very sad observation,  since one of the great benefits  of
    conventions is  to broaden  your experience  of the  hobby.   About  the
    simplest and least demanding thing  you can ask of  a player is to  play
    him or herself.  It is also one  of the most limiting things you can  do
    in a roleplaying  game, since it  bars the players  from involvement  in
    many more challenging  stories.   If you  feel that  tournament play  is
    confined to this simple form of wish-fulfillment escapism, then I invite
    you to look around more.  Many games at Cancon and other conventions are
    simply not playable in the form you describe.  But, if you confine  your
    experience to AD&D for the rest of  your life, you may never get to  see
    them.

    > When designing a character  you have to have a  good idea of what  you
      want the character to be *before* you start.  Usually you end up  with
      the same people taking similar characters  every time you start a  new
      campaign.

        I don't agree.  Sometimes, you can approach character design with  a
    conception that, like Athena, emerges fully clothed from your head.   At
    other times you might have fragments of an idea, or no idea at all.   At
    that time, the GM can help to focus and direct the character design with
    you.  This can be supplemented with some random influence from a variety
    of sources -- I often  use dice, but also  tarot cards and other  random
    methods.  A most important use for that random influence is to shake  up
    the cliches of the player and GM.   In order for it to work though,  the
    player has to be willing first to try.

    > Who says you have to exactly what  the dice roll says anyway?  If  you
      find that  system  restrictive  them  work  out  some  reasonable  but
      playable alternatives.   You're  not going  to get  sent to  gaol  for
      breaking the rules.

        Agreed.  How and  when dice and other  mechanics are used should  be
    determined by both the players  and GM, to suit  the needs of the  game.
    Mechanics themselves can be  valuable supports, I think.   It is  player
    and GM abuse that turns them into crutches.

        But new mechanics don't improve play anywhere nearly as much as  new
    play experiences  do.   An AD&D  model is  just not  flexible enough  to
    accurately judge every other game in roleplaying.  Since these questions
    interest you,  I warmly  recommend that  you use  your opportunities  at
    conventions to explore them.   At worst, it  will cost you a few dollars
    and an afternoon's play.
-- 

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 markg@arp.anu.edu.au                                              Mark Grundy
From: Adrian.Scott@p2.f158.n633.z3.fidonet.org (Adrian Scott)
Sender: acsnet@csource.oz.au