benlehman: (Default)
benlehman ([personal profile] benlehman) wrote2004-09-16 04:48 pm

On Role Playing, Literature, and Acting

This was an essay, but I realized that it can be trimmed to one line:

The only similarity between acting, literature, and role-playing games is that they all use words and, sometimes, plot arcs.

Relvevant Forge thread:
http://www.indie-rpgs.com/viewtopic.php?t=12711&highlight=

Anyone else have thoughts?

[identity profile] clockwise.livejournal.com 2004-09-17 09:32 am (UTC)(link)
I think there are distinct differences between character development and plot, and that there are even differences between character development and character plot. The earlier is best explained with examples in literature or film, the later is better clarified with roleplaying.

Before I get into my arguements let me further posit that thinking of them as seperate can be a good thing as well, because it encourages authors/storytellers to have aspects of both. A character that enters and leaves a story unchanged is a fundamentally boring character and thinking about things in terms of how events shape a character can make for a much more powerful story.

Character development and plot are both Part of the Story, but they serve different roles. Imagine a book written about, oh, say the civil war. The plot of the story is about the clash of the northern and southern armies and the shaping of a nation. The book might also delve into, say, a general's relationship with his wife which in this case is character development. It doesn't effect the plot except insomuch as it shapes the character and helps explain some of the actions that he takes within the war. If the development doesn't effect the plot at all it could be argued to be bad development, but it's essential purpose is to create depth to the character and a humanizing element to the story. A story consisting entirely of character development is a bad story, a story consisting entirely of plot is a dull story, both aspects are necessary.

Character development is different from character plot. Taking a slightly subtler interpretation on character development than above. This is clearest in roleplaying largely because the GM only has control over character plot, whereas the player has control over character development. One of the most frustating things I find as a GM is when I create plot for a character but, for whatever reason, it just washes over them aparently without effect. Best example that comes to mind is the French Revolutionary plot I gave to Christoph in 7th Sea, which was certainly plot, but to my frustration didn't particuarly lead to character development. Stuff was happening, but the character effectively remained unchanged, he never made any particuarly interesting decisions and the plot didn't help reveal anything new or interesting about the character.

Keeping the ideas of character plot and over plot seperate is good for a GM in much the same way that keeping both character development and plot in mind is good for a writer. It encourages a GM to look at each of his players and give them something to involve themselves in. The best character plots tend to tie the characters either to each other in interesting ways, or to the plot, as well as providing the character with potential avenues of development.

[identity profile] wirednavi.livejournal.com 2004-09-17 02:44 pm (UTC)(link)
Hm, when I first read this I thought 'No, no, no!' but now I think we're more or less agreeing but using slightly different terminologies. I'm not suggesting that one ignore scenario plot in favor of character plot, or vice versa. I'm suggesting that they ought to be integrated more.

I know that character development and character plot are not necessarily the same thing; however, I feel that they are inextricably linked. It's hard to have character development without something meaningful happening plotwise to them.

For instance, in 7th Sea, it seemed to me that one of the reasons that Cristophe didn't get character development or interesting decisions was that the things that were happening to him weren't presented as things that were meaningful to the character. They were dangerous, certainly, and he tried to take the most expedient way out of danger, but not emotionally involving. I'm not saying that was

To put what I said in better terms - I believe that it is necessary to integrate plot which targets, emotionally involves, and is meaningful to each single character/player with plot which targets the whole scenario (whether that's saving the world or whatever). I think a lot of GMs (though not many in FGS) present 'The Adventure' ("There is a haunted fortress north of town.") and expect their characters to run through it, because that's what you do, right? And sometimes players go along with it because if they don't then they don't get to roleplay at all. Like you said, the best character plots integrate the other characters and the overarching plot.