When did "roleplaying" become a suicide pact?Posted: December 21, 2010
Some players seem to come up with an idea for a character and then want to stick with that idea through hell and high water — being ‘true’ to the idea that they originally generated the character becomes the way in which they ‘are’ that character. So, before hand, the player might decide that the concept of their character is that the character is an elf hater. They might generate some sort of backstory where the corpses of their parents were found riddled with elvish arrows, making the character a kind of ‘Charles Bronson: Deathwish’ guy who just hates elves. Should an elf show up in the game, the player will have his/her character react with hatred, attacking or refusing to cooperate with any elf (whether NPC of PC).
Unfortunately, the player will argue that his/her character’s maniacal hatred of elves will allow no other action. If objections are raised, the player will say, “But I am just playing my character.”
The problem with this approach to roleplaying(at least from my point of view), is that it tends to make all interactions with elves ‘about’ that one player character’s pathological hatred of elves. Any time an elf steps into the game, the player will grab center stage by acting on the object of their character’s wrath. Unfortunately, this seldom seems to leave much room for other players to ‘play’ whenever an elf is around because the violent dislike of elves ‘built into’ the one player’s character will preclude all other action on the part of the group.
I would suggest that generating a character with an impossible personality trait (like an unreasonable hatred of elves) can serve as a ‘poison pill’ for any hope of cooperative play. Instead of just being a ‘quirk’ of one player’s character, the player’s choice can become that which all of the action revolves around and the rest of the players need to either spend their time making sure the player character in question avoids elves or be content to having every elf NPC or PC get hacked down or driven away. My suspicion is that creating a player character that, by design, cannot cooperate with the other player characters is perhaps a passive-agressive power move on the part of the player. He or she selects a role that insures that the action will almost always revolve around them.