This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Immersion or Attention?

Started by Kyle Aaron, August 31, 2006, 05:53:38 AM

Previous topic - Next topic

Caesar Slaad

Quote from: mearlsI had a weird thought about this: how many games include systems for creating your character's personality? Would it hurt a game to include a list of personality traits, all tailored to the game's purpose, that players must choose from?

Old school - Pendragon
New school - Burning Wheel.

Obviously it's been done and is being done. I am a little leery of games that attach a lot of mechanics to personality, but those that don't tend to ignore personality, or at best, allocate a blank line to it.

But I'm all for having a "mechanically light" subsystem of defining character traits, I have been ever since the does of Heroes of Legend, and Bankeui's blog regarding flags only reinforced this notion in me.

Some players (I'm probably one of them) aren't too handy at defining personality traits and making them meaningful in play. I think players could use a little guidance in this.
The Secret Volcano Base: my intermittently updated RPG blog.

Running: Pathfinder Scarred Lands, Mutants & Masterminds, Masks, Starfinder, Bulldogs!
Playing: Sigh. Nothing.
Planning: Some Cyberpunk thing, system TBD.

John Morrow

Quote from: MarcoThis is sometimes called front loading (where there is a lot of work done before play starts to help ensure that it goes in a certain direction) and it's, IMO, a very, very valuable concept.

I think that front loading, not only the character but the setting and situation that the GM creates, is one of the most important concepts that gets talked about way too little.  

Quote from: MarcoThe broader the game though, the more carefully you need to narrow down the character generation choices if you want people to reliably and in-character agree to do something.

It has been my experience that even good and experience role-players don't always know how to pick character concepts that will work well with each other.  That's why I started pushing (with mixed responses) players creating three distinct characters and letting the GM pick which one they will play.  That gives a central authority the ability to make sure all the bases are covered and players don't step on each other's niches.
Robin Laws\' Game Styles Quiz Results:
Method Actor 100%, Butt-Kicker 75%, Tactician 42%, Storyteller 33%, Power Gamer 33%, Casual Gamer 33%, Specialist 17%

John Morrow

Quote from: mearlsI had a weird thought about this: how many games include systems for creating your character's personality? Would it hurt a game to include a list of personality traits, all tailored to the game's purpose, that players must choose from?

I think it's more important to ask players to know why their characters would leave the comfort of their home to go off adventuring.  

The old Cold War game The Price of Freedom had one of the more interesting approaches to creating character details that I've ever seen.  The focus was on "Why are you fighting the Soviets?"  You could be a Right-Wing Militiaman, a disgruntled Trotskyist, or whatever but whatever your motivation, you had a reason to fight the Soviet occupation.
Robin Laws\' Game Styles Quiz Results:
Method Actor 100%, Butt-Kicker 75%, Tactician 42%, Storyteller 33%, Power Gamer 33%, Casual Gamer 33%, Specialist 17%

arminius

Quote from: RPGPunditYup, exactly. All this shows to me is that JHKim doesn't seem to have a real idea of how immersion works.

Because typically, you can't have one guy experiencing immersion while everyone else is just playing a game. Immersion is a group phenomenon that happens in the moments where the group synergy and the GM's game is so good/running so smoothly that you "forget" that you're only in a game.

This is a good point, even though I think you and JimBob aren't being quite fair to John's position. John Kim's complaint, which I can identify with, is that immersion is harmed whenever you have to make your character do something just to conform to the social needs of the game. As John M. and others have pointed out, though, the way to deal with this is to try, as far as possible, to create characters that support the social assumptions about interparty relations, character morality, and engagement with the scenario/setting. And if you're a design-in-play type who can't make any guarantees about how their character will act under impulse, then I'd suggest gritting your teeth and going with the flow until you incorporate those assumptions into your vision of the character. This does mean that the group needs to be clear about those assumptions from the start.

But back to the Pundit's point: even if it is socially okay for PCs to wander off in different directions, I agree that breaking up the party is harmful to immersion. This is something that hadn't occurred to me before--I thought it was just a headache for the GM. But if I'm in the game to immerse, then every minute the GM spends dealing with a party that I've split off of is a minute that I'm depriving myself of the enjoyment of playing my character.

So I'm getting some concrete lessons out of this discussion. First, I've played with John's Harn group, and I think I really need to hammer out those social assumptions. I can think of one occasion where my character would probably have tried to attack his if I'd been at the session. (I'd have intervened when he killed Clothotis, as described here.) Would it have been cool, or a group-busting moment? I don't know.

Second, it points up a weakness of the Burning Sands game I've been playing. The GM has been very accommodating in letting everyone go their own ways in the city but the result has been 3-4 parallel games that only barely, occasionally intersect, with a lot of downtime when you're not in the limelight. Something needs to be done--if not bringing everyone together as a party, then at least focusing the characters more onto a central issue so that they can affect each other from different angles.

Kyle Aaron

Unfortunately it seems there is broad agreement with what I've said, this is bad because we learn the most about what we think, what others think, and the world, by discussing things with those who strongly disagree with us. I think perhaps not many people have read John Kim's actual post, only my response to it. Please do read what he's said.

Still, many interesting points have been made.

Vellorian tells us that in his game, splitting the party leads to character death. My own players joke in-character, "in a movie, if a party splits, the smaller party will be wiped out by the monster or enemy."

The real issue, though, is not the success of the mission, or the survival of the characters, or any of that - it's that every player wants to have fun. That's why we complain about Attention Junkies, because if that player gets all the GM and group's attention, then probably some or all of the others aren't having any fun. It's why we complain about splitting the party, because part of the group has to wait while the rest of the group's actions are resolved.

Basically, the "immersion" and "splitting the party" issues are, "I don't want to sit around doing nothing while someone else is having fun. I want to join in." Two online games I've been in this year, we fired the GM because we spent most of our time watching witty repartee between his NPCs, and his uber-NPCs doing everything for whatever the mission was. If we wanted to just watch, we'd turn on the tv; the whole point of roleplaying is that everyone gets to participate, to affect what happens.

But of course sometimes our fun is watching other people have fun. In my tabletop game, two weeks in a row one player had his character dominate the action. One time the other two players hated it, the second time they loved it. The first time, he was in the next jail someone, beating another prisoner until he piss and shit himself. The second time, he wrestled a guy with a helicopter backpack, the other two were participating, but one curious guy pressed the Big Red Button on the thing's controls, and the booster rocket kicked in and took the two guys out of their reach. He ended up wrestling him in the air and kicking him down into a lake.

So in both cases two players spent a lot of time watching a third have fun without them. But in the first case, there was no possibility of their participating, and the fight was just thump, thump, not very exciting. In the second case, they participated at the beginning and at the end, and it was an action of theirs (pressing the Big Red Button) that took the two away, not some GM-imposed prison wall between them. So they hated the first session, and loved the second.

That's why I say that splitting the party doesn't have to mean that the other players sit around bored. You can split the party and deal with one character's actions, so long as the other players have some chance of influencing it all at some point or other, and so long as the separate action is really entertaining, like the James Bond-style wrestling a guy in the air for his helicopter backpack.

Notice that how "immersed" the players are in their characters doesn't come into this. That's because it's irrelevant. The important thing is that every player wants to join in, wants to participate in the action. If they can't participate, then the other action had better be fucking entertaining to watch :D

Regarding characters and their personality traits, even when I was a teenager running some really crappy dungeon crawls, I had each player describe for their character, "Philosophy, Demeanour, Likes, Dislikes, Habits, Hobbies, Ambitions." Of course there's always a guy who will put, "Bob the Fighter, likes swords, dislikes blunt swords, habits always sharpens his sword, hobbies looking for a better sword, ambitions to have a vorpal sword." But with a bit of encouragement, people can make this stuff more diverse, "likes short drinks and tall women, dislikes being bossed around, habits swears a lot, hobbies home brewing, ambitions to have a vorpal sword."

How do you bring this into play? Well, both the GM and the player are responsible for that. So the GM of Bob the Fighter could present the right situations. "You are in a tavern, there is a tall barmaid selling liver squeezings shots... While you are drinking, the Sergeant walks into the tavern, looks you up and down and tells you for the fourth time today to polish your boots... While trying to seduce the barmaid with smooth words and poetry, you stumble as you try to find a rhyme for "nice tits"... While drinking, you remember that you have better stuff at home..." So the GM encourages the player to remember their character's personality aspects, and play them out.

And of course there are games like Risus and FATE, where Cliches or Aspects may include a character's personality, and where the player is rewarded in terms of game mechanics for describing how the personality applies here and now.

Which personality aspects fit with which takes up whole fields of study, psychology, managerial stuff, etc. I don't think an rpg can do much about this. It comes down to the players wanting to have fun as a group. Anyone who's run convention games multiple times with pre-generated characters knows that you can get two people play the same list of traits in completely different ways. A character be described as "Truthful." They may be a person who believes that the truth must always be told, or one who is happy to lie, they're just really crap at it and stutter nervously as they do it. Both are the same in terms of game mechanics, "Truthful, -3 to Fast Talk rolls." But they roleplay very differently, and it's entirely possible for two Truthful characters to have a huge argument about the right course of action, one based on their conviction that lying is wrong, and the other based on their knowledge that they're really bad at lying.

The important thing is the fun of the group. The idea that this must always be at the expense of the fun of the individual is a silly one, like the related idea that the GM is out to get the players and ruin their fun. And the fun of the group can include intra-party conflict, if the players like that. Years of comics about game groups, and the semi-parody game Hackmaster, tell us that heaps of game groups have constant intra-party conflict and love it!

It's not a matter of picking character personality traits that do or don't conflict with each-other. The fact that two players can read the same character sheet and roleplay the character so different shows that the important thing is the attitude of the player. Any player can interpret the character's traits in ways which will take the character away from the other characters and the adventure, or towards them. Even something as silly as the alignment systems can do this. "Why is the Lawful Good paladin hanging out with these Chaotic Evil assassins? Because he hopes to reform them, making them Lawful Good. He realises this won't happen instantly, and he is patient. In the meantime he will try to make their actions less Evil, at least Neutral. The paladin is not mindlessly Lawful Good, he has a long-term view. Though he may help them do harm today, by hanging with them, moderating their Evil and Chaos, he hopes to minimise the damage they do, and in the end turn them to Law and Good." Hey, that rationalisation works in foreign policy, why not in an adventuring party? :cool:

It's all in the players' interpretations of their characters. They can interpret their characters' traits and personalities in ways which split the party and ruin the mission, or in ways which unite the party and help the mission. If you find that in every game group you're in, your interpretations always take you away from the party and the mission... that says something about you, not about "immersion," which is utterly unrelated.

"But it's what my character would do!" is a weak defence, because characters, if they're meant to resemble real people, they won't be entirely consistent and predictable. The thing that made me spin out in anger yesterday may not make me do so today. The kind of woman I lusted after, the religious beliefs I had, how much violence I thought was morally right to catch some murderer - these things all change, not simply over years, but from day to day. Humans do have consistency, but they're consistent within a broad range. For example, I am essentially a "loner", being introverted, and preferring individual action over group action; I'd rather take care of things myself. But in several years involved with the military, while in the field, I never once wandered away from the section, except to take a crap. Though essentially a "loner", I am quite capable of group action. I tend not to go to parties, but when I do go, I bring a slab of beer for everyone to share, and I talk to everyone there if I can.

People have personality traits, but unless those traits are pathological, unless those traits are so extreme as to be a mental illness, people can from time to time ignore them and act against them. Personality traits tell us what you usually like to do, and feel most comfortable doing; they don't tell us what you'll do each and every day.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

jhkim

Quote from: RPGPunditYup, exactly. All this shows to me is that JHKim doesn't seem to have a real idea of how immersion works.

Because typically, you can't have one guy experiencing immersion while everyone else is just playing a game. Immersion is a group phenomenon that happens in the moments where the group synergy and the GM's game is so good/running so smoothly that you "forget" that you're only in a game.

I think the misunderstanding here is the idea that I was talking about one lone player among everyone else playing the game.  If you look in the comments, you'll see the example of myself and Jim -- both fairly immersive -- in our played out fight.  

My point was that there are style differences.  In this case, Cullen and Jim and I were fairly immersive -- but Mark and Liz were not.  And Mark had a problem with how we were playing things out.  

A problem in this thread is that JimBobOz took an offhand comment about "splitting the party" and took it as the centerpiece -- as if I was arguing that immersive characters are always loners who never interact with other PCs.  

The point of my comment was that "splitting the party" is a common example of an unspoken metagame assumption.  Many players, in my experience, assumed that the party was never supposed to split up, even when there were good in-game reasons for the characters to want to.  

In general, I'm not in favor of splitting apart PCs in tabletop games.  I prefer to maximize interaction.  However, I don't favor trying to accomplish that by an unspoken rule to ignore in-game logic to keep the PCs together.  I think it's much better to provide a good in-game reason to stick together.  This is not just something for individual character creation -- it should be considered for the game itself.  In particular, I suggest that it's best not to rely on "the PC's are good friends with each other" as a reason.  (For more details, I'd plug my article for Jonathan Walton's journal PUSH, Vol. 1.)  

Even good friends have reasons to leave each others' proximity for short or even extended periods of time.  So it's better to have really strong reasons outside of the characters to stay together.  For example, the PCs could all be ordered to be together if they're part of the military or similar hierarchical organization.  They could have other social ties such as being family members.  In my Water-Uphill World game, the PCs were all kids from Earth -- they were the only ones who knew each other in an alien world.

edited to correct URL formatting

Kyle Aaron

(John Kim, you can do links in forums by (url=http://link.com)linkname(/url), replacing the round brackets by square brackets... though probably, like me, you post both to LJs and to forums, and sometimes mix up the different formatting... I keep putting and so on in forums, why can't they use the same bloody formatting!)

Now, as to the comment, I find I can reply basically as I did in my LJ post on this topic.

Correlation is not causation. The cause of parties sticking together is not "non-immersive, thin character play", but simply the social nature of roleplaying. It's easiest for players to be social, everyone having fun, if their characters are also social and sticking together.

As I noted here, I don't think gamers are really against splitting the party as such; they're just against being bored. In my other roleplaying posts I talk about sessions where the party was split: one where the non-acting PCs were bored, and one where they loved it. The real issue was not whether or not they were participating at that particular moment, but whether they'd been able to choose whether to participate, and whether the events they were merely watching were interesting to them or not. Players want choice and fun in their social game. Most of the complaints about bad gaming are lack of choice - "GM railroading", "Attention Junkies", "stupid rules" , etc - and lack of fun - "man that game was depressing", etc.

"Offhand references" are important, because when discussing things abstractly - as you did in your LJ post about "immersion" - those offhand comments provide the applied examples of the pure ideas. If the applied examples are wrong, then that strongly suggests you need to look at the ideas themselves.

The applied examples are missing the point of roleplaying for most people, which is having social fun.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

John Morrow

You are making a bunch of assumptions here that are not true for myself and other people I role-play with.  I'll try to point the critical ones out.

Quote from: JimBobOzBasically, the "immersion" and "splitting the party" issues are, "I don't want to sit around doing nothing while someone else is having fun. I want to join in."

While I certainly prefer to play and don't want to spend an entire session sitting on the sidelines, I'm willing to let the GM take care of side scenes with other characters (my main group still plays 12-hour sessions, so we have time for that).  I don't consider splitting the party to be a disaster.  In my group, it's also normal for players to wander away from the table when their characters aren't involves so the players don't have to firewall information.  In other words, your assumptions about wanting to join in and wanting to watch are not really true in my group.  Yes, participation is important.  But we have the time and patience to let the game unfold however it should naturally unfold.

Quote from: JimBobOzThe important thing is the fun of the group. The idea that this must always be at the expense of the fun of the individual is a silly one, like the related idea that the GM is out to get the players and ruin their fun. And the fun of the group can include intra-party conflict, if the players like that. Years of comics about game groups, and the semi-parody game Hackmaster, tell us that heaps of game groups have constant intra-party conflict and love it!

Is anyone claiming that group interests must always come at the expense of individual fun?  I've never seen an immersive player make that claim.

Quote from: JimBobOzIt's all in the players' interpretations of their characters. They can interpret their characters' traits and personalities in ways which split the party and ruin the mission, or in ways which unite the party and help the mission. If you find that in every game group you're in, your interpretations always take you away from the party and the mission... that says something about you, not about "immersion," which is utterly unrelated.

This is where I think you aren't "getting" immersive play.  I don't interpret my character based on certain objectives.  I think in character and make choices in character based on what my character experiences.  That's what immersion is, at least to me.  It's thinking in character.  And, no, that doesn't mean I'm playing myself.

Perhaps the best anecdotal example I've seen about what it means to play immersive was posted by Mary Kuhner to rec.games.frp.advocacy a few years ago:

http://groups.google.com/group/rec.games.frp.advocacy/msg/5aab1b8e54e24cd7?dmode=source&hl=en

Mary wrote, "I recall Jon coming out of a movie theater to meet me once, and saying immediately 'You're thinking about Ratty, aren't you?'  It turns out I was winding myself around a rather grubby staircase railing, something Ratty would certainly do and I normally wouldn't. (He's very touchy-feely and doesn't care about dirt at all.)"

What this illustrates is Mary, who played one-on-one games with her husband Jon, thinking in character and her husband recognizing that he was looking at the behavior of her character and not the behavior of his wife.  Mary's character Ratty was not Mary.  When Mary would think like her character Ratty, the character would just do whatever the character would do.  If Mary was simply deciding what her character would do, she wouldn't have wrapped herself around the railing.  That was a side effect of seeing her environment through her character's eyes rather than her own.

That's real deep immersion.

Quote from: JimBobOzPeople have personality traits, but unless those traits are pathological, unless those traits are so extreme as to be a mental illness, people can from time to time ignore them and act against them. Personality traits tell us what you usually like to do, and feel most comfortable doing; they don't tell us what you'll do each and every day.

The thing that causes the problem is not necessary wanting to be a loner in the sense you are talking about.  It's simply a character not wanting to go along with what the rest of the PCs want to do.  For example, a character might meet his Yoko Ono that makes him want to leave the party.  They might get a better job offer.  They might encounter a job opportunity that sounds a lot better than the uncertain income the character gets by dungeon delving.  All of those are non-pathological reasons for real people to leave one group of friends in exchange for another, or one job for another.  Why shouldn't PCs be able to do the same thing?  When you go to the mall or a convention or whatever with your friends, do you always feel an obligation to keep the party together or do you sometimes split up and meet back together later?  Real people do that sort of things.  So do characters who are not aware of artificial game needs to keep all the PCs in the same room.

A PC that runs off with NPCs instead of sticking with the PCs isn't being a loner.  They are simply picking one group of characters in their life over another.  Why?  Because the character can't tell the difference between a PC and NPC.  They are all other characters in the setting from the character's perspective.  Thus they feel no artificial obligation to stick with PCs over NPCs any more than you have an obligation to hang out with your gaming buddies instead of going on a date with a hot woman you met and would like to get to know better.  And I'm sure you'd feel mighty strange if, after deciding to go on the date, you found yourself hanging out with your friends, instead, because some higher force had trumped your decision and simply made you go visit your friends, instead.
Robin Laws\' Game Styles Quiz Results:
Method Actor 100%, Butt-Kicker 75%, Tactician 42%, Storyteller 33%, Power Gamer 33%, Casual Gamer 33%, Specialist 17%

jhkim

Quote from: JimBobOz"Offhand references" are important, because when discussing things abstractly - as you did in your LJ post about "immersion" - those offhand comments provide the applied examples of the pure ideas. If the applied examples are wrong, then that strongly suggests you need to look at the ideas themselves.

The applied examples are missing the point of roleplaying for most people, which is having social fun.

If you're interested in communication, then it's useful sometimes to ask for clarification rather than assuming a ridiculous extreme based on a three word clause in a sentence.  Let me start with some basics:

1) Splitting the party can be fun -- social fun -- even in tabletop games.  I ran a Truth & Justice game at GenCon this year which all of the players raved over.  Through the entire climax of the adventure, the PCs were split into two groups who didn't reunite until the epilog.  

Note that splitting the party does not inherently mean individual grandstanding, or a PC going off by herself.  It mean, well, splitting the party.  Having not all the PCs in physical proximity. In the case of the T&J game, two PCs went through a dimensional portal to confront some kidnappers.  The other two went after them, but were mislead and ended up in a different struggle.  

For that matter, though, PCs can also go off by themselves without being attention hogs.  In the same T&J adventure earlier, one of the PCs went home at one point because it made sense for him.  He rejoined the others later.  

2) I perfectly believe that mission-focused players who are opposed to splitting the party do so because they are interested in social fun.  Conversely, the immersive player who breaks from the mission also wants to have social fun.  The problem is that the two sides are looking for different kinds of fun, not that one side is anti-fun.  

So, a bunch of guys with beer, pretzels, battlemat, and miniatures can have a load of fun solving puzzles, overcoming challenges, and working as a team.  Conversely, a bunch of people acting out characters based on "Snow White" in a systemless larp can also have a load of fun.  There are lots of other extremes -- and there are also lots of possible games between the extremes.  However, problems can arise when you've got something in between and people operate on different assumptions.  

3) Here's the key point: for those who enjoy immersive play, it is less fun to break out of character and change the character's behavior for metagame reasons.  Following character plays to the fun of the immersive players in the group, but is likely to interfere with those who have other priorities.

Kyle Aaron

Quote from: John MorrowThe thing that causes the problem is not necessary wanting to be a loner in the sense you are talking about.  It's simply a character not wanting to go along with what the rest of the PCs want to do.
That's what in-character discussion, persuasion, threats and so on are for.

Quote from: John MorrowFor example, a character might meet his Yoko Ono that makes him want to leave the party.  They might get a better job offer.  They might encounter a job opportunity that sounds a lot better than the uncertain income the character gets by dungeon delving.  All of those are non-pathological reasons for real people to leave one group of friends in exchange for another, or one job for another.  Why shouldn't PCs be able to do the same thing?
Because characters are not real people. Characters are an imaginary representation of a real person, played by a player in a group. By joining a game group, you are giving your implicit agreement to the idea that you will contribute to the fun of the group as a whole, along with your own. If that means setting aside "what my character would do," then so be it.

Let us suppose you have a character who is subject to violent rages, and who is also lustful. It may come about that one day, "what my character would do," is to rape and murder another player's character. Most game groups would agree this is no fun, and should not happen. So there exist lines which people do not cross, because crossing them will hurt the fun of the group as a whole. Most gamers agree that those boundaries exist; they only argue about where they should be set, do they include abandoning the party and the adventure?

Another boundary is the game's setting. You do not, for example, demand to play a cyberninja in a game set in medieval Europe. "But my character is a cyberninja... it's what he would do, to be a cyberninja!" You adjust your character concept to fit the setting, because this contributes to the fun of the group as a whole.

So, most gamers agree that we adjust character behaviour so as not to cross social boundaries (characters doing things players would find intolerably offensive), and so as not to cross setting boundaries (breaking the setting). What remains is the "group fun" boundary. That people do not object to the other boundaries, but object to this one, speaks to me not of "immersion", but of Attention Junkie behaviour. "Look at meeeeeee... I'm special!"  Your example of Yoko Ono is a telling one: she was a woman who didn't like it that the group (the Beatles) had a lot of John Lennon's attention - she wanted all of his attention. If he was to be a star, he had to be a star with her, not with the group. Her subsequent behaviour has shown she enjoys fame and celebrity; she's an Attention Junkie.

Quote from: John MorrowA PC that runs off with NPCs instead of sticking with the PCs isn't being a loner.  They are simply picking one group of characters in their life over another.  Why?  Because the character can't tell the difference between a PC and NPC.  
And again, we come to the issue of group fun, and the (usually unspoken) agreement that we join a game group not to have fun by ourselves, but to have fun in a group, so that we can help others have fun, too. Your example of "immersive" play leading to out-of-game feelings of "immersion" is a significant one - it came from years of one-on-one roleplaying. They could not, or would not, have that sort of play with a larger group. It's not being an Attention Junkie if you're the only player, who else could get the attention anyway? :p

Quote from: John MorrowI'm sure you'd feel mighty strange if, after deciding to go on the date, you found yourself hanging out with your friends, instead, because some higher force had trumped your decision and simply made you go visit your friends, instead.
In a roleplaying game session, what an intelligent GM would do is to roleplay out the character's date, do that briefly, switching to the other characters' actions every now and then. Alternately, the GM and player involved would simply briefly narrate what'd happened on the date, and say, "okay, the date over, you return to your friends..." So things aside from the party would still happen to the character, they just wouldn't be dealt with in as much detail. A roleplaying game, like any other kind of story, has to choose what to focus on. The story focuses on the things that the most people are going to be interested in, and glosses over the stuff that the most people are going to be bored by.

Roleplaying isn't a hobby where you get to tell everyone else to go to hell and just roleplay your one character by themselves - unless it's a one-on-one game. It's a hobby where we are social in a group. That doesn't mean that our characters can't do things outside the group, it just means that those outside-group things will be dealt with in less detail than the inside-group things.

All rolepalying has constraints, as I said. Some are constraints of the comfort of the other players, some are constraints of setting, some are constraints of in and out-of-character knowledge. Few seem to object to those, and indeed some of them are held to support "immersion". The only constraint consistently complained about is the constraint of the activities of the group getting more screentime than the activities of individuals who decide to walk away from the group, and this is held to be bad for "immersion." The reason can only be Attention Junkie behaviour.

John Lennon was able to leave the group and live his life with Yoko Ono. But that was the end of the Beatles, they played no more songs. In the same way, a player can have their character leave the party, and live a fine life; but the group will not be a group anymore. If you choose to play in a group, then you are giving a promise that you'll interpret your character's traits in such a way as to keep them with the group. The GM is expected to help in this. My own players, for example, when the party was split because they were thrown into prison, quite rightly told me it was my fault they were split, not theirs; it was I as GM who put the prison walls there, I could as easily have put them in the same cell, or in cells with bars they could call through, and so on. My mistake hurt the fun of the group. Because separating prisoners you want to interrogate is a real police technique, their separation was more "immersionist"; but this hurt the fun of the group.

If you put anything before the fun of the group as a whole, then you're failing at the main purpose of a social hobby. Roleplaying is not about you being a star and navel-gazing, it's about the group having fun together.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

Kyle Aaron

Quote from: jhkimHere's the key point: for those who enjoy immersive play, it is less fun to break out of character and change the character's behavior for metagame reasons. Following character plays to the fun of the immersive players in the group, but is likely to interfere with those who have other priorities.
We could consider another example of a character's actions being changed for "metagame" reasons.

"My character kills John's character. It's what my character would do."

In having my character kill yours, I have sought an "immersionist" goal, expressing my character's personality in terms of actions which seem reasonable to my character. Should I now expect you to admire my 1337 roleplaying skillzorz? Or would you perhaps be annoyed?

Why would you be annoyed? Simply because by having my character kill yours, I am preventing you from participating in the actions within the game. In the same way, a player saying, "but it's what my character would do," and having them split from the group for a while or for ever - while the GM deals with that character's actions, the rest of the group is (usually) prevented from having fun (other than a spectator's fun).

When my fun prevents yours, that "metagame concern" becomes significant. If my only goal is to be immersed in my character, then I will happily separate from the group, kill other players' characters, and so on. Of course, then I would usually be harming the fun of the group. "Traditional play" says that people should have fun within the fun of the group as a whole. Not before or after it, but within it.

If I can have my character separate from the party and monopolise the GM's attention, why can't I have my character kill all the others, and monopolise the GM's attention?

"But it's what my character would do."
"Yes, because the player is an Attention Junkie."

In general, players don't have their characters kill other players' characters, regardless of whether it's what their characters would do. Players compromise their roleplaying of their characters to fit in so that the entire group can have fun together; I cannot have much fun if I am busy rolling up new characters all the time and never get to play them. Within a group, compromise is necessary. This does not mean "immersive" play is impossible. It simply means that "immersion" isn't the only thing a roleplayer should consider when sitting down to roleplay with a group. It cannot be their only aim, anymore than (say) the rules can be the only aim of the GM; other things have to be considered.

"Traditional play" does not say you cannot be "immersive." It just says you can't be a selfish wanker. "Traditional play" does not mean shallow roleplaying, as John Kim implies on his blog; it simply means that as well as roleplaying a character, you're playing a game, in a group, for the fun of everyone, not just yourself. Our hobby is not roleplaying, or a game; our hobby is a roleplaying game - roleplaying, with a game, playing a character, in a group.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

arminius

Latest stuff I've seen/read says that Paul broke up the Beatles, not John, but anyway...

I think it bears mentioning that multiple parallel games is only a problem if people aren't having fun with it. The issue I mentioned in my Burning Sands game is probably partly due to the limited time per session; unlike John M., we only played about 3 hours every other week. It's also probably worth noting that immersionists and LARPS tend to go well together. Perhaps this is not only because of the more pervasive environment but also because of the freedom of individual action in many LARPS. (I say, having never played one myself.)

This is, at best, hyperbole:
QuoteThe reason can only be Attention Junkie behaviour.
Nope. Some people just don't want to be concerned with metagame issues. All that business about interpreting character descriptions is beside the point, BTW, since the wording of a description is secondary to the internal vision of the player who wants to sustain the illusion of his character as a "real" entity. Front-loading is a way to minimize the potential for conflict, but if it doesn't work out I don't see cause to argue that the immersionist is operating in bad faith.

Now I'm going to turn around and say that you're probably right to a greater or lesser degree, in some situations, that hunger for attention contributes to splitting off from the party. But even then it may not be fair to lay all the blame at the doorstep of the immersionist: I suspect in some cases it's a reaction of the player whose input is ignored or overshadowed. If none of your ideas are incorporated into the group's plans, if your character might as well be a secondary PC controlled by the group leader (who may have an in with the GM)--then there's a good incentive to split off. So don't just look to the individual to solve a group problem.

jhkim

Quote from: JimBobOzBecause characters are not real people. Characters are an imaginary representation of a real person, played by a player in a group. By joining a game group, you are giving your implicit agreement to the idea that you will contribute to the fun of the group as a whole, along with your own. If that means setting aside "what my character would do," then so be it.

Let us suppose you have a character who is subject to violent rages, and who is also lustful. It may come about that one day, "what my character would do," is to rape and murder another player's character. Most game groups would agree this is no fun, and should not happen.  So there exist lines which people do not cross, because crossing them will hurt the fun of the group as a whole.

Here's the thing.  You're assuming that following these meta-game rules is somehow inherently more fun.  It's not true.  If I had a choice between role-playing with a bunch of Scandanavian immersive larpers and role-playing with a bunch of D&D players who all play for the team -- well, I might well want to play with the immersive Scandanavians.  

That's because to those who enjoy it, it's more fun to take the characters and see where they go, than to step back and plan out what they "should" do.  As you say, they're just imaginary.  No one is really getting murdered here.  

So here's the concrete example which I think I mentioned before.  So I'm playing in a variant Call of Cthulhu game in Victorian London.  It's a horror game, and we agreed at the start that we would be role-playing our characters' descents into madness.  My PC was Grimmond, who was a policeman subject to violent rages, and as his sanity ebbed was becoming more paranoid.  Jim's PC was Hayward, a professor who was becoming more delusional.  They were both dragged into a magical realm, and Hayward began trying to call to spirits which Grimmond was convinced were dangerous.  When he refused to stop, Grimmond beat him into unconsciousness and then dragged him along.  He didn't per se murder him, but didn't do anything to help him and Hayward died that episode.  

The thing is, Jim and I were both fine with this.  Another player, Cullen was similarly playing a descent into madness (his was obsessive-compulsive).  Another player, though (Mark) was shocked by this.  We were beating on each other, and failing to pursue the plot and solve the mystery.  Grimmond leaned towards burning down the entrance and warning people away, rather than going in and investigating -- while Hayward was convinced of his own (non-existant) magical powers to change everything.  Though Grimmond didn't murder him per se, Hayward died by the end of that episode.  

But here's the thing.  Jim and I were having fun with this.  I think Cullen was too.  However, Mark was annoyed and tried to help get things back "on track".  Even though he didn't witness what happened, his character completely turned off to Grimmond.  (I think the last player, Liz, was indifferent about the issue, though she seemed to lean towards Mark's side.)  So who's failing to play to the group here?  

There isn't a right or wrong side here, but we were leaning towards different types of fun.  

Quote from: JimBobOzIf you choose to play in a group, then you are giving a promise that you'll interpret your character's traits in such a way as to keep them with the group. The GM is expected to help in this.

Well, no, I'm not.  Or at least, I've never been in a game where such a promise is actually extracted.  (Do you explicitly inform players of this rule in your games?)  More often, I've played with gamers who assumed because that was the way they like to play, that everyone else was inherently promising to play the way they liked by joining.  

As I mentioned in my last post, it's not required for fun.  The party was split through the whole climax of "Bonds of Steel", my T&J game, and all the players raved about it.

Keran

-- post yanked as a waste of time --

Kyle Aaron

Quote from: Elliot WilenLatest stuff I've seen/read says that Paul broke up the Beatles, not John, but anyway...
I guess musical bands must be like marriages, it's rare that any one person is entirely to blame :(

Quote from: Elliot WilenI think it bears mentioning that multiple parallel games is only a problem if people aren't having fun with it.
Absolutely. It's why I mentioned the two sessions I ran recently. In both sessions, one player's character was involved in action separately from the other characters; the players were unable to participate. But one session they hated, and the other one they loved. The differences were that in the one they loved, they were not participating as a direct result of their own characters' actions, and that the second one's action was more entertaining to watch than the first one's action. How this played out was nothing to do with "immersion" or anything else, but simply how I GMed it, to make sure they had chances at choice and fun.

Quote from: Elliot Wilenit may not be fair to lay all the blame at the doorstep of the immersionist: I suspect in some cases it's a reaction of the player whose input is ignored or overshadowed. If none of your ideas are incorporated into the group's plans, if your character might as well be a secondary PC controlled by the group leader (who may have an in with the GM)--then there's a good incentive to split off. So don't just look to the individual to solve a group problem.
I agree absolutely. More often than not, it's bad GMing. The GM is there as a mediator, to help the group have lots of chances to work together and have fun. Note that as I said, the players working together doesn't mean their characters are working together. Anyone who's played (for example) Paranoia knows that player co-operation ain't the same thing as character co-operation :D

The characters may not like each-other, or even trust each-other - but they hang out together. And if one player has their character wander off, it damn well better be interesting for the others to watch. Game sessions should not consist of hours of boredom watching others have fun, while waiting your turn to have fun.

Quote from: JimBobOzIf you choose to play in a group, then you are giving a promise that you'll interpret your character's traits in such a way as to keep them with the group. The GM is expected to help in this.
Quote from: jhkimWell, no, I'm not. Or at least, I've never been in a game where such a promise is actually extracted. (Do you explicitly inform players of this rule in your games?) More often, I've played with gamers who assumed because that was the way they like to play, that everyone else was inherently promising to play the way they liked by joining.
Yes, we explicitly inform players of this in our group. Many things are assumed by many people, you don't want to get nasty surprises where you find your assumptions are different.

When I'm GMing, I go on to say that, "Any player is free to play their character however they want. However, if you choose to play your character as leaving the rest of the party and the adventure, you won't get a greater share of the spotlight as a result. With the party, or without it, you'll get the same share. If you keep behaving as though you're in a different campaign, then that's okay, we'll give you a new campaign."

I explicitly say many things which are usually assumed, because I know there are a zillion ways to roleplay and game. Most of what I say doesn't come simply from me, but from talking to all the players beforehand. We reach a consensus on how we'd like to play, a broad agreement. I'm not there laying down The Law, "stick with the party, bitch!" That's just the consensus position of most of the different groups we've been involved in around here. When I'm planning a campaign, I talk to the players separately and together; separately in case someone in the group tends to dominate conversation and decisions, together because people usually moderate their more extreme positions when interacting with others, and consensus is more easily found when sitting around a table in person than over individual phone calls, etc.

We talk, and decide what we're going to play, and how we'll play it. The group members each expects the other to adjust the rules, setting, characters, etc, so as to fit in with the others. This does not mean the group becomes a sort of thin gruel, mashed out into blandness, because people are quite tolerant of different tastes and ideas. "I don't care if your character is Callous/Merciful, so long as mine doesn't have to be," etc.

Quote from: Keran-- post yanked as a waste of time --
I'm sorry you felt that way, Keran. I'm interested in all sorts of ideas and opinions, and didn't get to see yours. Conversations are like roleplaying game sessions - they're usually the most interesting when everyone gets to participate.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver