Some of the people i play lots of games with tend to play similar characters. Some always want to be the pretty, smart girl, for example, or the biggest-toughest tank. Still others might have characters that seem to have nothing in common at all, except that they all have extensive backstories rooted in a dark past or a volatile home life.
A lot of people will say 'i never play the same type of character twice' and be very wrong and/or lying about it, but i've probably played 50 different characters in less than three years, and i do think i've done pretty well at keeping them all new and fun. Of course there are some recurring patterns, but i like to think that even within the same archetype, they're each different enough to at least show i've made an effort.
My personal requirements for any character, for any game, with any group of people are as follows: he or she must be able to survive the setting alone (through skills and/or fighting ability), but have a reason to work with the group anyway--and it can't just be something like 'they asked me to' or 'the same guy hired us.' There has to be some inner drive to work with someone else, even if there is reluctance involved. I don't think a GM should ever have to beg or coerce people to go along with a group--that's up to the players.
The male characters i play have the most in common: they are all tall, dark, and stoic. It doesn't matter if he's a werewolf, a ninja, a gunslinger, or a gigolo: he's going to be tough, confident, and to-the-point. I surmise that this is probably because i'm a chick, and i want to play my ideal or whatever. There might be some deeper psychological issues at work, but i think this theory is direct and logical enough, so let's move on.
The only thing my female characters seem to really share is a very deep, extreme, stubbornness. My women are definitely more varied than the men; they range from a 15-year-old Buffy-style Slayer who just-wants-to-kill-stuff-and-to-hell-with-the-consequences, to an immortal Japanese Samurai who feels she must atone for past indiscretions, as well as prepare her younger teammates for battles yet to come. I play women that are big, small, tough, meek, muscled, and deceptively frail. They're outspoken, shy, vengeful, peaceful, and everything in-between. I don't even mind playing ugly and/or fat chicks--i mention this only because it seems to be such a rare position on the matter. I've seen people (men and women alike) cheat just to boost their attractiveness scores, and calling them out on it tends to be very...well...ugly.
So how about you? Do you favor any particular archetype in your games? What qualities do the majority of your characters have in common?
Saturday, November 14, 2009
Character Archetypes (Or What You Require in a Character)
Posted by hippie_mama at 9:43 PM 3 comments
Labels: archetypes, gamer issues, player characters
Tuesday, October 27, 2009
Expectations: Player vs GM
I suppose the title may be misleading; I don't mean to discuss what happens when the players and GM play against each other (though that might be a fun topic for another post), but rather when the players' expectations do not match the GM's plans. This very issue was the end of a game I intended to run a few weeks ago, before it even started, and it was an educational, if not slightly traumatic, experience.
First, a little background may be in order. Most of my gaming is done online, via either chat program (more specifically, OpenRPG) or message board post. It's safe, it's comfortable, and it fits in nicely with my 24/7 parenting schedule. However, it has left me VERY out-of-practice when it comes to interacting with *ahem* real-life people. To pull myself out of the less-than-occasional rut that creates, i do sometimes reach out (via internet communities, of course) and attempt to meet up, in person, with local gamers. So far I have had little to no luck, only banding together with a couple or two and playing a few games before something conveniently comes up to prevent further meet-ups.
This time i found a semi-local ("semi" because I have to drive approximately 3 hours, round-trip) gaming store that offers open gaming space, which would logically boast both a neutral gathering place and a more diverse pool of gamers--and thus far, the arrangement has delivered on both counts. However, the group seemed too good to be true, especially after some pre-game correspondence that revealed that all of them were up for anything. One would think this was a very good thing, but it left me wondering what they wanted in a game. And i never found out.
Through message board posts, we decided that i would run Armageddon, and i provided them with information on how to obtain the necessary materials for play. I had a setting in mind, and a few ideas for adventures, but i wanted to wait and see what sorts of characters they created before committing to a solid campaign. Little did I know, it seems they had it in their minds to wait until they knew what the campaign concept was before creating characters.
*facepalm*
I suppose my method works just fine for online games, where the players may post messages for a few days, making suggestions and requests and bouncing character ideas off one another before game day. But in face-to-face games, it seems that people expect to do these things in person. And let me tell you, i was terrified.
One long, painful story short, and a panic attack later, we decided it would be best if someone else ran a game, and i graciously bowed out.
Lesson? Make sure everyone's expectations are very clear from the beginning. If the players expect an involved campaign, have one ready. If they expect lots of flexibility and player-driven storylines, be prepared to toss out your notes.
Posted by hippie_mama at 8:17 PM 3 comments
Labels: gamer issues, GM FAIL, GMing
Tuesday, October 6, 2009
Public Service Announcement
Anyone using a pyzam layout with the embedded comment option chosen, probably needs to adjust their settings. I have so few readers, i didn't even know it was a problem. Ha. Ha. But yet again, Nully came to the rescue and figured it out.
So.
My comments are fixed.
w00t!
Posted by hippie_mama at 11:55 PM 3 comments
Labels: blog, Hippo Muses
Saturday, September 26, 2009
Gamer Burnout?
I suppose there comes a time when each of us has to step back and look at how many games we're really playing in a week. That in itself can be startling, once the hours are added up (for me it averages between 17 and 20, which i easily justify because it's all via chat or message board, so i can walk away from the computer as-needed to tend to my children, do housework and make dinner, etc. and no one's the wiser...right?), but my biggest downfall seems to be how many different systems i'm playing in a given week--right now it's 6. And i am not keeping the combat formulas and whatnot straight. Argh! I find myself wondering if everyone has this problem, or just those of us that are math-challenged...or if the number of different games i play during a 7-day period is unusual.
Posted by hippie_mama at 11:09 PM 0 comments
Labels: gamer issues
Saturday, September 19, 2009
Book Review: World War Z
Max Brooks
Three Rivers Press
ISBN: 0307346617
A social and psychological commentary set to the entertaining backdrop of a zombie apocalypse--genius, really. There is a reason people are calling this *the* zombie book to read; it is arranged as a series of short stories that artfully entwine to answer all the questions you ever asked yourself (and more) about what would happen if society spiraled into chaos.
I seriously squeed when i received this for my birthday from my husband--i've heard so many wonderful things, and it did not disappoint. So often books about possible futures (especially post-apocalyptic ones) are so...i don't know. Lame. But this is not; it is gritty and horribly, beautifully realistic. Each character has a story to tell (literally), and they are each unique and insightful.
It is more than a story about zombies, but a story about people, which will leave you walking away with a proper mix of disgust, humor, and pride at being human yourself.
Posted by hippie_mama at 11:40 PM 1 comments
Labels: Book Reviews, Max Brooks, Reviews, World War Z, zombie apocalypse, zombies
Book Review: Game Widow
Wendy Kays
Synergy Books
ISBN: 1934454265
Not terrible, but not great--good if you're completely mystified as to why anyone would ever want to play video games, but provides nothing terribly insightful if you game yourself or have a lot of common sense. It does cite a lot of sources and resources though, so it's not a completely useless if you're doing some research. It's not especially well-written though, and it gives the reader a lot more "duh" than actual, helpful advice.
Posted by hippie_mama at 11:23 PM 0 comments
Labels: Book Reviews, Game Widow, Reviews, video games, Wendy Kays
Wednesday, September 9, 2009
Slowly Working out the Blogger Kinks
After some frustrating hours, trying to add basic widgets, my favorite hippo pointed out that i was using an *ahem* outdated form of the site. A little patience and no small amount of Google-Fu later, he found a way to bypass the bastardly little button that was standing in my way. May i present to you...the label cloud. I Googled that one all by myself, and edited it into the code. w00t! It needs a little work in the visual appeal department, along with my stock layout, but my humble little blog is getting there.
Edit: New Layout is a go; also, i can list followers and blogs i read--yeah, i'm pretty pleased that i've figured out how to do some basic stuff, with just a couple more hints from my pal NulSyn. That being said, if anyone running a game-related blog is interested in listing each other on the sidebars (as links or blogs we follow; i'm not picky) just give me a shout.
Posted by hippie_mama at 11:22 PM 1 comments
Labels: blog, Hippo Muses