Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site watmath.UUCP Path: utzoo!watmath!jagardner From: jagardner@watmath.UUCP (Jim Gardner) Newsgroups: net.games.frp Subject: Generic vs. Personal Scenarios Message-ID: <741@watmath.UUCP> Date: Thu, 9-Jan-86 10:53:46 EST Article-I.D.: watmath.741 Posted: Thu Jan 9 10:53:46 1986 Date-Received: Fri, 10-Jan-86 00:43:35 EST References: <688@ihlts.UUCP> <369@mcc-db2.UUCP> Reply-To: jagardner@watmath.UUCP (Jim Gardner) Organization: U of Waterloo, Ontario Lines: 78 [...] All this talk about multiple characters leads me to wonder a bit about role-playing styles out there in Netland. A lot of what people have been saying is very different from my experience in role-playing. Every campaign I have been in has been "Personal" in that scenarios arose from who the characters were. Example 1: In our most recent Champions session, the group was framed on a murder rap by an old enemy out for vengeance. The enemy made use of known habits of the characters. Example 2: Our most recent Justice Inc. session was aimed at covering our tracks after an industrial espionage attempt went bad. Example 3: Our most recent Fantasy Hero session saw my character trying to arrange the construction of a large number of crossbows in secret, preparing for a bid to become the power behind the local throne. These scenarios simply could not happen to people "off the steet". They grew out of the personalities of the characters and the things that have happened in the past. In the campaign I GM, I usually try to aim each session at the personality/life/problems of a single character so that the character has a chance to shine and develop. This doesn't mean that other characters are left out in the cold; it just means that the scenario is very personal to at least one member of the party. On the other hand, much of discussion about multiple characters seems to imply that many RPGs run on a more "generic" basis. The classic example is a published dungeon module: it describes a scenario that any party could walk through. The players may impress their personalities on the proceedings during the course of play, but the initial set-up is impersonal. I infer that people who like to play multiple characters all play in Generic campaigns. For example, they say things like, "What if one of your players dies?" In a personal campaign, player characters have a really hard time dying. The GM has _plans_ for your character; (s)he doesn't want to see the character die any more than you do. If my power-behind-the-throne Fantasy Hero character died, for example, everything that the GM has been building towards would go up in smoke. I may be captured by enemies, discredited, wounded, kidnapped, incapacitated, bewitched, transformed, and so on, but the Gods of Fate are not going to let me off with something as easy as death. If I jumped into an active volcano, I would be saved by a Duke of Chaos to be his personal slave and the rest of our group would have to mount a major quest to get me back, but I would not die. (I would likely create a new character to be part of the questing group until my original character was rescued.) As a GM, I have enough trouble coming up with personalized adventures for groups of only four player characters. Having people play more than one character just makes it that much harder to give everyone a fair shake. Furthermore, we can argue whether a particular player is able to give equal treatment to multiple characters, but it is impossible to conceive that both the player AND the GM will be able to give multiple characters equal consideration. The GM will find one character more interesting than the other and the discrepancy will show. This is true, even when every player has only one character. The GM will find some characters easier to use as starting points for adventure and will have to work hard to keep the others involved. So I suppose my question is, am I right? Are multiple character campaigns Generic to a large extent? Are most campaigns Generic? Which RPG systems tend towards Generic campaigns, and which encourage Personal ones? What style do people prefer? If people send answers to me, I can make a summary, but people may also prefer to discuss this on the open Net. Jim Gardner, University of Waterloo