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Showing posts with label mental disadvantages. Show all posts
Showing posts with label mental disadvantages. Show all posts

Friday, 16 October 2020

That's dark


Our group are trying Cthulhu Dark. It's a super-simple set of rules, which makes it ideal for playing online, and for the win we have Ralph Lovegrove as our guest referee. From the reviews, it looks like one of those games where you play in an author role rather than strictly in-character:
"If there’s anyone at the table who thinks that the story or mystery would be more interesting if you fail, they can step in, describe what would happen if you failed and roll a Failure die."
My knee-jerk to that kind of thing is to say, "I'll just roleplay going mad, thanks. I don't need insanity points and other players to write the arc for me."

But is that true? I have played in Cthulhu campaigns and I always take it that madness is inevitable -- though there are arguments against that view and in Lovecraft's fiction it's a characteristic of his chosen narrators that cosmic horror drives them mad; it may not be the inevitable reaction of any character to the same events.

Say it is inevitable, though. In GURPS I refuse to take mental disadvantages because they are so prescriptive, but to some extent playing insanity is going to yank you out of character anyway. As the insanity progresses, an ironic distance grows between player and character. You know that complete mental disintegration, suicide, whatever are inescapable. So you can't help thinking authorially -- "Is now the time for me to run gibbering?" "Do I leap off the building?" Unless you have the misfortune to be suicidal in real life, you can't wholly drive that from within. The character's end comes when you step aside and ordain it, more as an author than an actor.


Arguably the authorial approach is the only way to run an authentic Cthulhu game, if you take it as given that the characters are doomed to fail. Their madness can't just be a set of character quirks, like in GURPS. We're talking about the real horror of madness that leaves you absolutely helpless and bereft. And if we're simulating an HPL story there's never any real agency anyway. Against immemorially ancient and vast entities, indifferent to the "trouble of ants in the gleam of a million million of suns", there is nothing you can do to "win". It's only when you intervene an authorial view and recast reality in the shape of a story that you can perceive it as any kind of satisfying closure.

So, it's not how I normally like to roleplay. In fact I wouldn't even quite call it roleplaying. But it may well be the only fit for the subject matter. What I'm less convinced by is the designers' attempt to avoid what they see as the elitism inherent in Lovecraftian fiction, where an uneducated and either foreign or scarily feral mob revere the powerful other-worldly beings. Instead Cthulhu Dark makes the player-characters the oppressed (not that HPL's narrators are often very privileged) and substitutes as bad guys the most empowered people: the wealthy, bankers, politicians, socialites. I've used that as a bait-&-switch trope myself, but it just reinstates the Gothic tropes of degenerate, inbred aristocrats that Lovecraft was reacting against.

And to play a character from a genuinely deprived underclass, you again probably need to go with an authorial rather than an in-character approach. Do you know what it would be like to be brought up without any exposure to education? Like the very poorest people in mid-Victorian London, say? Prejudiced, illiterate, ignorant, made unhealthy and desperate by the most brutal existence. What you most definitely wouldn't be thinking is anything like, "I am of course a victim of the unbridled capitalism of my era and am unfairly kept down by the rich." Fact is, you'd be pretty much semi-feral. I could simulate it after reading Mayhew, but it would require a hell of a leap of imagination to get inside the character's head.


It should be an interesting experience. I'll report back -- if Azathoth doesn't devour my mind first.

Friday, 7 June 2019

Like an egg stain on your chin


Recently I’ve been reminiscing about our roleplaying days of yore. Not in order to wallow in nostalgia, but for the sake of some interviews and podcasts I was doing. I talked about the saturnine loner who achieved enlightenment and saved the people he realized were not lackeys but friends. The civil war that split our party when each player-character came to different conclusions about the right and honorable course. The subtle ways that characters within a legion, even at different ranks, could push their disagreements as far as military rules allowed.

I’m forced to the conclusion that the roleplaying was better back then – more immersive, more nuanced, more surprising – when we just took a Tirikelu character and developed them by playing. Now we mostly use GURPS, which encourages you to plot out every preposterous detail of the character before you start playing. It’s not a springboard for the imagination. More often it’s just a straitjacket.

And by the way, I'm just singling out GURPS because it's the game I've played most in the last ten years. Plenty of so-called narrative systems are just as bad, with their nannying insistence on each player writing down which other character they like, which one they have a grudge against, and so on. It's like being at infant school and being made to write about your weekend. The point of playing is to discover these things, not scribble the backstory to a bad novel.

I much prefer the approach taken by Stephen Dove for his Jewelspider Chronicles campaign. There you begin with a short "mission statement" for the character, clarifying some background details but leaving plenty of room for future development. As an example, here's my initial description of the character I played in Tim Harford's Company of Bronze campaign.

I already talked about why GURPS’s mental disadvantages don’t work but there’s a problem with character disadvantages in general. Say you cap disadvantages at -20 points. All the players will immediately take the maximum allowed. What's wrong with this picture? Simply that if the disadvantages were properly priced, you'd expect to see some players not bother with them at all.

“Ah, but character diamonds.” No, giving extra points for disadvantages is the junk food version of interesting characterisation. A lame epileptic drug-addicted albino with the regulation five quirks is not the slightest bit interesting. What makes a character compelling is in the gap between desire and duty, wants and needs, feelings and experience. And better by far if those internal conflicts are drawn with a subtle brush, not the cartoonish personality traits offered by the GURPS rules.

So I'd allow players one disadvantage. Just one. That's it. Not a mental one, either, because they're all anathema to good roleplaying. If you take the disadvantage, you can spend the points on an advantage. Again, just the one.

How are you going to get that interesting characterization? Do what good roleplayers manage without any of the personality-by-numbers stuff. As Laurence Olivier said: dear boy, just try acting.

Friday, 10 August 2018

Bundles of neuroses


The other night I got a close-up view of a massacre.

Not in real life, thankfully. It was the finale of a Victorian-era campaign I’d been running for over a year. The player-characters caught up with some people who were responsible for a series of horrible deaths in the name of mad science.

The PCs found the scientists unarmed at an Arctic base and they blew them away in cold blood. An old man, a woman, and a child who happened to be in the way. One of them shot in the back, too.

So they saved the world, but in hunting monsters they had indeed become monsters themselves.

Now, I’m not complaining. I love that the heroes of the piece might turn out to be stone killers. Afterwards I mentioned to the players that refereeing a session like that like is having a front row seat at a really gripping movie, but actually it’s much better. Movies these days, impressive though they may be with their CGI-candy, too often lay themselves down in the well-worn story patterns taught in screenwriting classes, like old dogs with a favourite spot before the fire. I want to be surprised, even shocked. I want characters who act in unexpected, complex, and non-trope-driven ways. For that you need a roleplaying game.

There’s a but. We use GURPS for most of our games these days. The reason is that 4th edition is well-designed (at the core anyway; all the special cases slightly break it) and has the breadth to cover everything. The characters go to buy hunting rifles for their trip to Norway, or need to check fatigue for trekking through a marsh in a thunderstorm. Fine, there are rules already written for that, so I can just focus on the game.

The trouble is that GURPS doesn’t easily make provision for the character who develops in an unexpected direction. You have to set out everything about the character before you start playing them. In the case of my campaign, one of the characters had Honesty, which in GURPS 4e doesn’t just mean an inability to lie but indicates that you are rigidly law-abiding and, says the rulebook, “you may never commit murder”. Yet that PC did commit murder in a form that should appall any Victorian gentleman. And so did others of the PCs who had traits like Code of Honour (Gentleman’s), which in GURPS are classed as mental disadvantages and are worth extra character points.

I wouldn’t want to straitjacket the players by forcing them to stick to the stereotypes encouraged by the GURPS rules. Enforcing that would be barely any advance on D&D's boneheaded alignment system. As I said, the fun is in seeing the surprising yet inevitable way players respond to their experiences. Bloody and brutal murder seems inconceivable in the lounge of the Reform Club, but out on the rim of the Empire Victorian and Edwardian gentlemen had their own Mỹ Lais. How dull if a player had to say, “My character sheet has Law-Abiding for -10 points so I stop before committing the murder.” Might as well just let the sheet turn up and play the game, in that case.

Diehard GURPS players will say this is already catered for by the rules. You can spend future character points to buy off those mental disadvantages that no longer apply. But… ugh. That’s spreadsheeting, not roleplaying.

This is of course the old debate about how PCs should be created, which was discussed in some detail by Tim Harford in a guest post on this very blog.
“This discussion has been called ‘DAS vs DIP,’ or ‘Design At Start’ versus ‘Develop In Play’. GURPS is both the archetypal design system, and the classic method of producing full formed characters. I turned my mind to the problem of Develop In Play with GURPS characters and it turns out to be almost impossible to do this without chucking out the whole character system. Many other systems turn out to be strange hybrids in which—for instance—attributes are rolled, but skills are chosen within some kind of budget. This is less logical, but fits much better with a Develop in Play approach.”
The sensible answer is simply not to allow mental disadvantages in the game. As Tim said in his referee notes at the start of the Redemption campaign:
“GURPS mental disadvantages are all caricatures, so I want to avoid using them. This will save us all the hassle of dealing with the inevitable string of stubborn, overconfident, impulsive characters with pirate codes of honour. Another reason to avoid the official mental disadvantages is that characters tend to settle in over time, and the original set of disadvantages tend to be inappropriate.”
To which I would add that mental disadvantages, because they are slapped down on a sheet before you begin to inhabit your character, usually get forgotten anyway. I’ve lost track of the number of times players have said, “Oh, I forgot to tell you I have Claustrophobia. I probably should have mentioned that in the mines back there,” or, “Would my PTSD flashbacks have had any effect when we had that desperate gunfight three sessions ago?”

So my ruling from now on is that nobody will get points for mental disadvantages. Bad traits are part of the fun of playing the character. They’re their own reward; you shouldn’t get points for them. And in any case, characters need to be free to change, otherwise we’re allowing the gaming side of the hobby to smother the roleplaying.