Monday, January 17, 2011

Actor vs Author

Roleplaying games are funny things.  Two people can both play roleplaying games, and it would seem they share the same hobby.  They gather with friends and use rules to create stories.  But depending on how they look at the game and their role in it they can have vastly different preferences and experiences, and in fact would likely not enjoy each others games very much.  This isn't a bad thing, and doesn't mean that one is playing right and the other wrong.  One area of difference that often goes unspoken is whether they look at themselves as an Actor or an Author.

A vast majority of articles on RPGs have to do with being  GM.  And its a hard, intimidating job that is essential to the hobby.  This one is about players, and how understanding what you want out of a game and how you look at gaming is an important part of that.  It's important for GMs as well, because you want to know your players.  Odds are, you've got a little of both.

Actors enjoy the game through roleplaying another person, often in dangerous or fantastic situations.  Background and history are important to them, as they give them a guideline to who this fictional person is and what decisions they would make.  Internal consistency is vital as well.  If the game world doesn't make sense and have context its harder for them to understand both their character and the larger world they live in.  To an Actor, the primary question they ask when faced with a difficult choice is "What would my character do?"

Authors, on the other hand, don't put as much into their individual character as they do the story that is created.  They need to know about the concepts and genre the game is based on, what kinds of conflicts the GM intends to introduce, and how the other characters relate to them.  Their primary question is 'What would make for a cool story?", regardless of how much sense it makes for the character.  People do nonsensical things all the time, and to an Author creating a fun, memorable story is more important that sticking to a consistent character.

Even the same decision could come about from these different stances.  Let's imagine John the Actor and Dave the Author both have characters in a game.  They have traveled through dangerous lands and fought their way to the Overlord's castle.  The overlord explains that he sent his armies because the ancient laws mandate that he should be king, and the current nobility disregard his claim.   John's character has long kept to the old laws, and followed them to the letter.  He decides to join with the overlord, against his companion's wishes.  To John, he is simply being true to his character.  Dave also decides to side with the Overlord.  His character doesn't care anything for the ancient laws, but he thinks if two of them decide the Overlord is right it would make for a cooler story.  The two of them either have to convince the rest of the party of his claim, agree to back down, or some other conflict.

Understanding yourself, and your players, can reduce the conflict a group sees.  It also reflects what kind of mechanics each player will likely enjoy.  Actors will be more likely to enjoy systems with a solid mechanical grounding, where the rules reflect a fantasy world laws of physics, such as GURPS or D&D 3rd Edition.  Authors tend to favor systems with metagame mechanics such as FATE or Savage Worlds.  Both of these have special points that can be spent to provide plot immunity or introduction of plot twists by players.  Most systems can accommodate both.

So where do you stand?  Actor or Author?

7 comments:

  1. Well, that settles it... I'm an author. I'd rather have a good story over consistent characters any day. What's the point in characters that follow the same paradigm over and over again just to have them play it all out in a boring story. I know that we disagree on which WoD setting to play, but that's exactly why I like OWoD so much. It's the story involved...

    ReplyDelete
  2. Both old and new share that, at least in the setting material and assumed game types. I'd like them more if there were a metagame mechanic. I know there's Willpower, but something that could introduce plot twists or reflect plot immunity would be a great improvement on the system.

    Author folks (like me) tend not to like lethal games most of the time. Losing a character really sucks for an Author, especially if its an uninteresting death or doesn't resolve the character's issues. If I go down fighting the man who murdered my clan, that's cool. Dying because his henchman shot me with an arrow during a minor skirmish is generally very unsatisfying.

    The lack of such a resource is IMO what keeps the WoD rules being good, and not great. Not having it in the old WoD is more forgivable, as the games were pretty revolutionary in their day. But the new version? It should definitely have them.

    ReplyDelete
  3. I'm def an actor. Lethal games don't bother me, and a character that switches his behavior to whatever is "cool" at the moment does not mesh with me as the way people actually behave. Conan does NOT all of a sudden say"yeah if I become Thulsa Doom's son that would be neat!" He sticks to his concept and kills the shit out of that guy. I guess that's why I have no beef with alignments and you do. As you said neither is wrong but IMO you can't tell a great story without defined characters. You can tell an entertaining one but I want The Godfather not Beverly Hills Cop out of my games.

    ReplyDelete
  4. I think you bring up a good point, Mark. To get a great story you do need both elements, and I while I do think most people lean one way or the other you need elements of both to make a great story. If the Author's character doesn't have a good definition, then how are you going to figure out where a cool story would come from? And if the Actor's character concludes "Well, logically I wouldn't go anywhere near Innsmouth" that might make sense for the character but wouldn't make a very fun game of Call of Cthulhu.

    ReplyDelete
  5. Well I think it's important for that to keep in mind when you make a character, that they are supposed to be interested in the concept of the game world. You don't make a wizard that wants to stay in his tower and read instead of adventuring, and in CoC you are called an "investigator" for a reason. I think willingness to take part in the world, and making sure you make a PC that will not refuse to work with other players are the 2 cornerstones that must be present in any character.After that, feel free to get creative.

    ReplyDelete
  6. As far as character death goes, while I am the author type, I see character death as a good thing sometimes. It can make for a good arc. It can lead to something entirely new in the plot. It can be something to get rid of useless or disruptive characters. As a rule, I try not to kill characters, but sometimes there's a good reason to do so.

    ReplyDelete
  7. It depends on the game and genre. In my current WoD game, character death would severely disrupt the game, as most of what is going on is involved with these particular people. In other games such as CoC or my L5R, not so much.

    An Author (such as me) does not insist my character doesn't die. They insist my character dies in some cool, fun way, because they want everything their characters do to be like that.

    ReplyDelete