There is a
very interesting site from a certain fellow who decided to go by the name of
Uncle Figgy. He has a similar approach to \"winning\" in a game such as the one we are discussing.
Allow me to quote!
Written by Uncle Figgy
It doesn\'t exist in the roleplaying world, especially when you\'re a player. Unlike video or board games, there usually is no definitive end to a roleplaying game. There may be an end to a specific adventure or an epic quest, but sometimes the end of one campaign will be just the beginning of another.
If you absolutely must focus on \"winning\", here\'s a new perspective to do it with: You\'re winning if you\'re playing your character to the best of your ability, even if that means putting him in situations where he might be killed. You\'re winning if you are involved in the game and not talking to the other players about your day at work. And most importantly, you\'re not losing if your character dies (those who\'ve read Uncle Figgy\'s Guide to Good GameMastering will remember that I\'m not very big on PC death unless it\'s totally warranted). In some games, remember, death is only a temporary inconvenience for those with enough money and/or power to get it reversed. And even if death is more serious than that, a good GM will reward a player who\'s character has died as a result of good roleplaying.
What does this mean? That disregarding whether your character comes out victorious in a battle or is defeated in the most humilliating way conceivable, or whether your faction takes over that town or the attack is foiled by the enemy, or in any other situation...If you, as a player, gave your best as a RolePlayer and the performance allowed for everyone to have fun and enjoy themselves (Both in the winning and losing side of the In Character grid), then you should consider yourself to have won that day.
Your character was defeated? Use that as a hook to affect the choices of your character! Maybe that will solve his problem with over-confidence. Or perhaps he shall dedicate his next \"x\" amount of days/weeks/months training just to get back at this one fellow that humilliated him in public. Take advantage of the possibilities of every IC action to show how your avatar is a believable person, with emotions, strengths and weaknesses.
Your character was victorious? Well hey! If he is the loud and boisterous kind of lad that preens his chest in front of the ladies and brags about his accomplishments, this will be the next tale to come out from his mouth! If he is a martial instructor, he could use this as an example for his students to explain why he was the winner and the his opponent the loser.
These reactions are obvious, each character would view his personal victory or defeat in a different way and be affected by them at a disctinct level. Some are more indifferent and aloof than the others, and so on.
A pre-concept has to be broken here. A rule that many think is absolute and universal but it is not always that way.
\"If the character wins, then the player wins.\"To the statement above, I voice a loud and clear
\"WRONG!\"The player wins when after the gaming session, he is left with the satisfaction and elation of having had a great, memorable time. But his character may have been horribly beaten to the edge of death by five street thugs, or may have kicked the butt of those same brutes. It all depends on how the scene is RolePlayed.
So the true thesis would be...
\"If the RolePlaying was enjoyable, then the player has won.\"This is no competition, this is cooperative storytelling. The players of the \"bad guys\" cooperate with the players of the \"good guys\" so that the scenes between their characters can be exciting, exhilarating, and thrilling for everyone. Be them involved or not.
I have seen people on the boards, particularly when skimming the Guild Boards, that did not enjoy a member of a certain guild wishing luck to the recent new guild. Or that he said \"Hope you do well!\" to X, but had said the same to Y, so that makes him a hypocrite!
I have also seen someone openly flame and reproach the quality of another homepage for a Guild, because he belongs to a bad guild, and since everyone was congratulating the maker of the organisation for a flawless presentation, he as a \"Bad guy\" had to \"Roleplay being bad\" and negatively criticise the site.
Heh. That is nonsense.
One thing is the OOC board, another, is the IC grid. From an Out of Character perspective (These forum, except the RolePlaying one), the closer and friendlier the community is, no matter who belongs to what guild or what allignment this character is, the better the RolePlaying environment.
Conflict should be In Character and In Character ONLY. There is no reason for a player of a criminal to loathe the player of a law enforcer. In fact, if you visit a MUD, you will find out that the best friends usually play characters that are on the opposite bands, and often their characters would encounter each other in a deadly duel.
IC rivalry does not imply an OOC rivalry.
That is another thing to take into account. For example, my character Golbez may have immense difficulty in getting along with Kada-El \"chaotic good\" tendencies, to the point of arguing and who knows? Maybe even draw a blade at her.
I would still think that Kada-El\'s player is a peachy person and one of the friendliest I have found in the community.
Comments? Discrepancies? Flaming?
- Golbez