February 8th, 2005

  • clayse

A big, big element

I think an often overlooked and sadly neglected aspect of tabletop/Live-action roleplaying is the in-between time. It is expected of the GM to provide plot details, come up with story hooks, and plan out adventures for the characters and stuff. But what can really contribute to a game is the characters' between-game activity. Often, the elements created between sessions can add an entirely new element to the story, and it is usually in these itmes where things that standard play couldn't cover.

For instance, recently my character has been planning the building a fortress. We've been in the area that the fortress will be built upon, and while there, my character has been scouting locations for the fort. Between sessions, I've been submitting thoughts and sketches for my GM to look over, and it promises to be a big story element later on. In games past, when the characters have pursued out-of-session-but-in-game (does that make sense?) pursuits, the game got a lot richer for it and the characters developed stronger personalities and motivations from that.

While out-of-game work can be advantageous, there's an upper limit. The character who is always designing a new starship, a new discipline, a new edge, or a new +6 Sword of Plant Slaying (Ginsu knife of sharpness!) is rarely contributing to the game, and is taking up a lot of the GM and other players' real-life itme. It's a balance. I like to see it, but often, players don't think outside the session when it comes to what drives and motivates them. While they often generate backstories at creation, they seldom remember to drive that story further in the context of the game. This usually has to happen a little outside the session, unless the rest of the players want to be bored to tears by his love interests or miscellaneous other character developments. (yes, I know, some of you play vampire and Loooooove that stuff. Just kidding.)

The big element for me is this: What' the best way to represent this between-session stuff? So far, I've done it via e-mail. I think this works best for our schedules. Do any of you have methods by which you handle between-session activity? Are there any game systems I've not had exposure to that handle this kind of thing in a balanced way? Enlighten me.

Why do you roleplay?

The main discussion of my research paper will be on why people (particularly myself, using examples from my own life) enjoy roleplaying.

Seeing as it's a research paper, though, I'm asking you guys for help (again). Thanks!

Feel free to just discuss here how/why you like roleplaying. Obviously there are downsides to roleplaying, as there are with any pleasure (i.e. the time commitment, etc) but those of us who do roleplay still choose to engage in this activity even though we know we're not going to shed some extra pounds or live 10 years longer because of it. ;)

For my paper, I'd like to go into all the reasons why/how people enjoy roleplaying.

Some do it to escape reality, some do it to create reality...
  • Current Music
    That annoying Final Fantasy song. ;)