Enhance your roleplaying part II
Enchance your roleplaying part II
tricks of the trade
I was listening to my favorite RPG podcast, "Ain't Slayed Nobody" and was reflecting on the interplay between the character and the player. The pod has a lot of improvisational focus and the players are almost always extravagantly skilled at this concept.
Building on each other
One of the major rules for improvisational theatre is one a good player and Gamemaster should internalize as well - Don't say no! Say yes, but... and add to the story.
If other players are attempting to use something against your character, the natural impulse is to feel degraded or overruled and to resist. Experiment with allowing the manipulation, and allowing that to add to your character. I was listening to one pod where one characters was humorously ganged up on and had his pride destroyed, as the other characters sedated him and put parasites on him, resulting in the sedated character wetting himself with the relaxed bladder control. Instead of being aggravated or frustrated, the player built upon it, having the character have poor bladder control as a flaw, and building on it dramatically and for gags. The result - a hilarious and most memorable character!
Are you feeling stumped with your character, feel free to utilize the suggestions of the other players in building on ideas. Accept the ideas, even if they fall outside your comfort zone, and attempt to build on them, as this is driving your development as a player forward. Say "yes, and..." and add something to make the concept bearable or entertaining for you.
Here are some examples, not in any way a complete or exhaustive list, but just some items under every headline from the top of my mind. Do you want to challenge my assumptions, or have a big "but"? Feel free to toss me a line, and I will attempt a "yes, and.." or a "yes, but...". Cause ya gotta love them big buts, like the song says...
Extrapolating on your character
Speech
- Unusual vocabulary. Use archaic, overly formal or flowery language. "Methinks this path be fraught with peril." Or go the opposite direction, for a basal level of social interaction with grunts, using only short, common words with as few syllables as possible.
- Repetitive phrases. Frequently use a signature phrase like "My grandfather always used to say..." or "In Soviet Russia....". You can use cultural sayings, made up or not, to the same effect.
- Accent or dialect. Choosing an accent from another country (Scandinavian, French, German etc) or leaning into certain regional dialects with appropriate slang makes for a good base for a colorful character. Stereotypes are useful here, both when following the preconceptions or when boldly defying them. I portrayed a brain surgeon with a hillbilly-accent once to great effect, and my somewhat pathetic attempt at a reggae-slurring secret agent stuck in the annals of ttrpgs as well. A failure will most probably provide more entertainment than a success, anyway.
- Eccentric pacing. Speaking in halting sentences, using strange inflexions or long, drawn-out monologues. My favorite example would be from Ain't Slayed Nobody's scenario, Science!, where Josephine McAdam's character Rita speaks in a very eccentric way - if you haven't enjoyed it already, be sure to check it out!
Mannerisms
I like the concept of physical mannerisms as this forces the player to describe the actions of the character and embellish them, adding a spatial dimension to the play and helping the GM in setting the scene.
- Nervous tics. Constantly tapping fingers against something, chewing on a toothpick or adjusting a hat, pushing spectacles up the nose and so on.
- Posture. Perhaps an overly straight posture, like a soldier? It would contrast greatly with someone always slouching, draping themselves over furniture like a melting cheese sandwich in the afternoon heat.
- Overly polished movements. Comparing the primarily Japanese concept of bowing, and keeping your hands at your side, with minimal movements during speech, with an Italian (nuff said).
- Eye contact. Avoiding it completely can be used to great effect, as can staring intently at someone without blinking. Of course, this can be acted upon if playing IRL or on video, and will otherwise have to be described to have effect.
- Signature gesture. An intimidating ex-boxer who keeps cracking his knuckles perhaps? Or an invigorating dilettante who always does a little skip and a hop, everytime he moves off to perform a task.
Strange beliefs or superstitions
- Lucky charm. Perhaps your character has a lucky charm, and refuses to act without consulting it? Can be anything from flipping a coin to asking the ashes of your father (standing on the mantlepiece in your office) for permission.
- Taboos. Some things are just not done, because you know them to be wrong. You don't walk under a ladder, for instance. You never whistle in a theatre. But it could be more odd as well, such as never crossing a threshold without walking backwards, since this preserves your memory from the threshold effect.
- Belief in omens. The character perhaps is obsessed with receiving signs of approval from nature or divine messengers - tea leaves, tarot cards, animal migrations, intestines, falling leaves or other possible sources of divination and scrying.
- Invent a philosophy. "The world is just a dream we are all trapped in and my goal is to wake up." No, wait, that's the premise of Kult... But adapting a train of thought, like "might makes right", really quickly invents a strong and challenging character, who can rapidly evolve into a very complex creation, if the GM utilizes the philosophy to pose moral and ethical questions.
Behavioral quirks
- Extreme politeness. Over-apologize for everything, calling everyone by elaborate, hierarchical titles.
- Contrarian by nature. Disagree with everything, even when it is most clearly true, perhaps thinking you are offering a contrasting opinion, or serving as the devil's advocate.
- Obsession with details. Insist on knowing everyone's full name, family tree, birthday. Perhaps even interested in snooping around their houses.
- Compulsive liar. Lie about trivial matters, just for the fun of it, or perhaps without even knowing why you do it. Or even that you are doing it.
- Forgetfulness. Always forget names, places or even the purpose of a task, mid-sentence, or in the middle of performing it. I had one player who always felt lost in a campaign with names and the complexity of the plot, so she had her character be whimsical and forgetful, providing great inspiration.
Emotional quirks
- Overly cheerful. Smile or laugh inappropriately, even in the face of danger. Or joke at the most inopportune of times.
- Melodramatic. React with exaggerated emotions - weep for spilled milk, or roar with laughter at minor jokes. A real drama queen.
- Stoic. Speak in monotone, rarely express emotions. I keep thinking of Professor Snape, who puts this talent on the map.
- Fearless or wreckless. Rushing headfirst into danger without a second consideration. Perhaps you feel fate is on your side, that you are immortal? Perhaps you are trying to redeem yourself for earlier cowardice?
- Paranoid. Constantly looking over your shoulder, taking overt and exaggerated precautions, perhaps even extending to monitoring or accusing your teammates.
Unusual skills or interests
- Odd collecting habit. Gathering something strange, like buttons, teeth or other "useless" relics. My parents had a tendency to grab glasses wherever they could on their travels, but in-game, it could easily extend to souvenirs of all kinds.
- Obscure knowledge. Quote random facts about insects, stars or ancient history. In some games, there are mechanics for this, but if not, treat yourself.
- Artistic flair. Can arise from a creative skill, and extend on it in-game. Perhaps keep sketching everything you see, create statues of fantastical creations in the game? I had a character who kept taking photos, and for some reason, the skill roll always failed for that, which became something of his gimmick.
- Weird talent. Sometimes it is well worth spending skill points in something a bit more odd, and not directly useful for the adventure itself. A character with a massive interest in cooking, perhaps, or why not perfect mimicry of animal sounds, or ventriloquism?
Special physical traits
- Distinctive laugh. I don't know why Eddie Murphy and Jimmy Carr suddenly popped up in my mind. Cackle like a mad scientists, giggle hysterically or just burst forth with a single, massive HA.
- Noticeable scar or tattoo. The Witcher Gerald comes to mind, a character concept basically developed from scars. Do you attempt to hide it to extreme measures, or perhaps display it with pride? A glass eye could be interesting.
- Unusual clothing. Always wearing mismatched socks (has become a trend lately to rock your socks), wearing strange hats (it's a fashion to have fresh fruit on the brim), or an eye patch. With no injury under. Perhaps you switch eyes?
- A limp or special gait. Exaggerated swagger or a limp? A cane is of course a useful gimmick. A wheelchair is perhaps overdoing it a bit, but if you like a challenge...
Again, I hope you find the stuff in here useful - feel free to drop a comment or question.
Kommentarer
Skicka en kommentar