benlehman: (Default)
Add MemoryShare This Entry
posted by [personal profile] benlehman at 11:11am on 12/03/2005
(quotations may be exaggerated for dramatic purposes.)

Vincent said to me: "The point of Dogs is that you go in thinking you are heroes, and you realize that you're playing the bad guys."

I said to Vincent: "The point of Dogs, to me, is that you go in thinking you are bad guys, real zealots, the SS or the inquisition, and you realize that you are actually good people, trying your best."

Every satisfying character arc I have ever had has played out this way -- at the start, the person is a caricature, and they become human in terrifying and startling ways. I see this in character arcs, written across my past -- Raidant, Takam, Eric, Mike, Kent, Mark, Cyrus. They began as form and became as substance.

The joy of this play, the process of this play, the inescapable purpose of this play is not the creation and celebration of these mythic types, but the destruction of them.

I do not believe it is possible to play an RPG character without eventually becoming aware of them as a human being and, by coincidence, destroying their "archetypal" role as a hero or a villain. (Archetypal is in quotes because I want people to know that I don't mean archetype in any sort of Jungian or Campellian sense {spoon. me. gag. with.} but rather in the literary sense.) This development of this compassion (in equal parts sympathy and disgust) is central to RPGs as a tool for moral development.

Which is what they're for.
There are 14 comments on this entry. (Reply.)
 
posted by [identity profile] funwithrage.livejournal.com at 05:14pm on 12/03/2005
I have a differing opinion here, but I've never found that understanding brings me much sympathy. Or compassion. I very much believe that human beings--actual people and not just archetypes--can be villains.


But I am, as they say, OldSkool that way.
 
posted by [identity profile] benlehman.livejournal.com at 05:27pm on 12/03/2005
I don't think it is about understanding. I think it is about compassion. Very different things.

I think you understand this pretty well, actually, which is why you never play characters you don't like.

yrs--
--Ben
 
posted by [identity profile] benlehman.livejournal.com at 06:02pm on 12/03/2005
I just realized your differing opinion could be about my last line, and not the process itself...

Oops.

So -- is it that you don't think that this sympathy process occurs or that you don't think it is the purpose of RPGs?

yrs--
--Ben
 
posted by [identity profile] funwithrage.livejournal.com at 08:07pm on 12/03/2005
I think it occurs in some people. Not so much in me. I think I have a pretty good handle on why, to choose a neutral example, Ben Sherman acts the way he does, and it doesn't make me loathe him any less or feel any more sympathy toward him: at the end, I think, we all have choices about the way we act. Which could, yes, be why I don't play characters I don't like.


And I don't think it's so much the point of RPGs, though we all get different things out of them. Seeing things from different viewpoints is definitely a bonus, but I don't think those viewpoints have to be--or, in my case, should be--those you'd find contemptable. Hrm. Do you want this to become a discussion about human nature and sympathy or the points of RPGS? 'Cause I could do either, albeit post-Procon.
 
posted by [identity profile] benlehman.livejournal.com at 08:15pm on 12/03/2005
Last thing I want to get into is an argument about human morality.

My point is mostly that the process of playing a character gives you compassion for that character -- which invokes both sympathy (for characters you didn't want to like) and disgust (for characters you did.)

Whether this is a good or a bad thing -- let's put that aside.
 
posted by [identity profile] wirednavi.livejournal.com at 03:15am on 14/03/2005
It is also possible to say that playing a character the forces you to frame them in more palatable terms than the ones you would usually address them with, because otherwise you couldn't enjoy playing them. This isn't really the same as compassion.
 
posted by [identity profile] yeloson.livejournal.com at 05:42pm on 12/03/2005
That very much falls in line with something that Ron had said about Narrativism and archetypes, "Usagi Yojimbo is a good story because he is a bad samurai"... In other words, the neat stuff comes from breaking the archetype... or perhaps even in the selective choice of when you're going to follow it vs. when you're going to ditch it.

On the flip side, this is why a lot of D&D doesn't work for me, as alignment encourages folks to NOT break archetypes but stick to them...
 
posted by [identity profile] redcrosse.livejournal.com at 11:16am on 13/03/2005
>Vincent said to me: "The point of Dogs is that you go in thinking you are heroes, and you realize that you're playing the bad guys."

See, I find this totally bizarre. I mean, true, from many peoples' moral perspectives, the characters in Dogs are questionable. But "bad guys"? What? So are the demons the good guys? I mean, sure, maybe Dogs is a world and game in which no one is right to show the fundamental flaws of the worldview in which any of the represented sides occur, but within the world as stated, the Dogs are kinda not the bad guys. Or if they are, you've got a seriously weird game going, and the group may want to consider playing a different one. The choices they make are at times difficult if the GM's doing his/her job, but I don't see how that makes the Dogs "Bad Guys." I think I just lost a fair amount of respect for the game on account of that creator-analysis.

I also don't know what this post has to do with Chuang-Tzu, but that's cool, I'm sure he doesn't mind being quoted regardless of relevance.
 
posted by [identity profile] benlehman.livejournal.com at 01:26pm on 13/03/2005
Okay, so I'm of two minds here.
1) I took a quote out of context for the purposes of an essay, and I should explain the context.
2) I am in no way able to explain something that someone else had said.

Clearly, in terms of the in-game-world, Dogs are Good, demons are Evil. This isn't what Vincent is talking about.

The quote which preceeds this is about a particular game at Dreamation 2005, which took a particularly nasty turn. One of the players, afterwards, said to Vincent "I'm not sure I want to imagine a world where God is okay with what we did."

Point being: Dogs has all this stuff about divine judgement, but you (the players, here) aren't divine. You're human. There is going to be a situation in which you can't figure out the best solution, or where there isn't a solution, or where you screw up and gun down the only man who'd be a good Steward in town. (Note -- repeated play may be necessary for this to happen, but it will happen.) Or you screw up and kill a big chunk of the male population. Or you let the demons win.

That's, at least, what it seemed to me in the conversation we were having. I can ask V to come in here and clarify.

yrs--
--Ben

P.S. Zhuangzi should be quoted in any context. My point was that playing characters means that they tend to move towards some more human middle, rather than the extremes that a lot of people create them at. Hence, the playing is evening things out. Destruction of categories, man.
 
posted by [identity profile] yeloson.livejournal.com at 05:00pm on 13/03/2005
Yeah, one of the big things that I dig about DitV is that it emphasises the problems of justice built on ideals without specific guidelines... "Well, here's how we live, and here's how its supposed to work... and the few times it ain't working, you step in and fix it" But it's never working, and "fix it" is insufficient advice.

So you try the best you can. And sometimes its good, and sometimes its really, really bad. And then you leave- and you've either cleared out a lot of drama or left a lot of people fucked up in your wake. Its basically doing community surgery without any guidelines or procedures...
 
posted by [identity profile] itsmrwilson.livejournal.com at 01:46pm on 13/03/2005
Ben:

Total agreement about the compassion thing. Neither Meredith nor I enjoy characters in any form that we can't sympathize with. Part of the appeal of Dogs for me is the inevitable human failings of the characters and how they grow because of it.

But that's no surprise, really, is it? :)
 
posted by [identity profile] wirednavi.livejournal.com at 03:23am on 14/03/2005
It's interesting that I've heard a lot of people, and certainly not just here, say that they don't like characters unless they sympathize with their characters' failings and growth. I tend to instead not like characters who I can't admire. Of course, usually the two come in the same character, but when I'm trying to create a character I'd be willing to play, there has to be something that I consider admirable in them, wheras I could generally care less about their failings re: me.
 
posted by [identity profile] benlehman.livejournal.com at 02:38am on 17/03/2005
Note to self: Extra characters who rock here.
Zarquor
Demetrious

yrs--
--Ben
 
posted by [identity profile] judd-sonofbert.livejournal.com at 06:32am on 18/03/2005
Wow, Vincent said that?

I'd think the point of Dogs is that you go in thinking you are heroes and you realize that the King of Life has set you on an impossible path. The Watchdog's job is fuckin' rough. Being a judge, jury and executioner is a tough gig.

Eventually, you will have to put away the trenchcoat and fade into the community, because this kind of lifestyle, being a judge with the mandate from GOD cannot end well.

The game world tells us that the Dogs are RIGHT and JUST but as players we see what's beneath that and how flawed it all is. These flaws are, of course, part of the King of Life's plan.

May

SunMonTueWedThuFriSat
  1
 
2
 
3
 
4
 
5
 
6
 
7
 
8
 
9
 
10
 
11
 
12
 
13
 
14 15
 
16
 
17
 
18
 
19
 
20
 
21
 
22
 
23
 
24
 
25
 
26
 
27
 
28
 
29
 
30
 
31