WINCE
your local ditch witch
With plot-driven being stories focused on events and choice, and character-driven being stories focused on character study and interpersonal struggle, which do you favor (and why)?
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Why is that so?character driven is really hard to do in group and die fast.
Why is that so?
Ideally? Plot-driven.
Realistically? Character-driven.
The story is hyper-focused on what internal conflict the character is experiencing, so really as long as something is going on inside of them, you could make it about anyone. And, I think you're mistaking what implies a character-driven story. They do have plot.Both. An RP can't survive without both. Plots develop the characters and characters develop plots.
Most "real" people aren't very interesting. If left to their own devices, they'll just screw around, not accomplishing much worth reading or writing about. "Plot" is the force that pushes them out of their comfort zone, revealing aspects of themselves that even they didn't know were within them. And it doesn't have to be some huge, epic, save-the-world struggle. Even slice-of-life RPs have plots, just with lower stakes. Plot is just another way of saying, "shit happens, we respond." The thing that happens can be huuuuge, like "the demon Lord of Azdraguuuul has woken from his thousand-year slumber," or small-scale, like "I think I'm falling in love with my best friend, but how do i tell her." How characters respond, and the effect it has on them, and the other characters, is what I enjoy most about roleplaying, but it can't happen without the force of plot pushing them along... or holding them back.
Where plot becomes problematic is when the GM (or, occasionally, other players,) get too forceful and either railroads them toward a goal or hammers them into submission by throwing impossible obstacles at every turn. The characters' choices lose meaning or the pacing is so quick they don't have time to properly process what they've been through and change. Nothing resonates, so the characters stop being people and just become chesspieces, inelegantly shoveled toward a goal they have no interest in achieving to prop up a "plot" (i'm using that term very loosely now) that has fuck-all to do with them. "Congratulations, [Insert Name Here], you beat the demon lord of Azdraguuuul, whoever you are. And all it cost you was your soul... and the love of your best friend. She's dating Prince Jerkface now, because you were too busy dragon-slaying to notice her. Nice job breaking it, hero. Her heart, that is."
So, to answer your question: both. Gotta have both.
Both. An RP can't survive without both. Plots develop the characters and characters develop plots.
Most "real" people aren't very interesting.
If left to their own devices, they'll just screw around, not accomplishing much worth reading or writing about. "Plot" is the force that pushes them out of their comfort zone, revealing aspects of themselves that even they didn't know were within them. And it doesn't have to be some huge, epic, save-the-world struggle. Even slice-of-life RPs have plots, just with lower stakes. Plot is just another way of saying, "shit happens, we respond."
The thing that happens can be huuuuge, like "the demon Lord of Azdraguuuul has woken from his thousand-year slumber," or small-scale, like "I think I'm falling in love with my best friend, but how do i tell her." How characters respond, and the effect it has on them, and the other characters, is what I enjoy most about roleplaying, but it can't happen without the force of plot pushing them along... or holding them back.
Are you, by chance, referring to sand-box RPs in which the characters, left to their own devices, are utterly aimless and do not accomplish much worth reading about?
Yeah, that's true. Some sandbox RPs with... less-experienced writers, or I suppose, those role-playing more for fun than story, can be aimless and come across as "not worth" reading/writing about. I wasn't sure where Anonymouse got their impression of character-driven from, but I thought it could be from that.Having played in Sandbox RPs a lot, everything I've said above applies to characters in them. In fact, moreso. If a character is aimless in a sandbox RP, then it's a faulty character.
Yeah, that's true. Some sandbox RPs with... less-experienced writers, or I suppose, those role-playing more for fun than story, can be aimless and come across as "not worth" reading/writing about. I wasn't sure where Anonymouse got their impression of character-driven from, but I thought it could be from that.
The story is hyper-focused on what internal conflict the character is experiencing, so really as long as something is going on inside of them, you could make it about anyone. And, I think you're mistaking what implies a character-driven story. They do have plot.
Are you, by chance, referring to sand-box RPs in which the characters, left to their own devices, are utterly aimless and do not accomplish much worth reading about?
We'll just have to agree to disagree on that. Personally, I write to tell a story, so I choose my characters based on the role they fulfill in that story. Simply being interesting is not enough, though it is definitely a factor. And, despite how that sounds, i certainly don't consider my writing plot-driven. Like I said, "plots develop the characters and characters develop plots." That is how I opened my post, then went on to give an exaggerated example of what it can look like if there is no focus on plot and what it can look like when there is no focus on character development. I notice you did not quote the latter.Welp, I disagree on this point, although I'm not going to die on that hill. Real people are interesting, to me. But the point I want to make here is that real people aren't characters. Characters are people specifically created and chosen because they *are* interesting.
I disagree with the insinuation that only go-getters or self-motivated individuals make good characters, but that's kind of beside the point and (probably) not the focal point of your argument. Of course, characters should have motivation. But motivation alone does not a story make. I don't care if Billy wants to be football captain. I don't care that he gets up and goes to football practice every day. I want to know what's standing in his way and how he behaves when confronted with those roadblocks. Conflict. That's Billy's story. As a roleplayer, that's what makes stepping into Billy's shoes "interesting." If the GM or other players and/or characters aren't providing that, Billy's story will fall flat, no matter how interesting Billy himself might be.I'm going to disagree here as well. Characters should have motivation. Motivation is what drives them - it could be a value (e.g. loyalty), a goal (e.g. wanting to be the football captain) or an impulse (e.g. feeling the need to protect others). Essentially, they have something that they want to obtain or achieve. Once they have a motivation, they should be working towards goal that they have or upholding their core values. Because of this motivation, a good character does not need to wait for a plot to be imposed on them before they act. They act, rather than react, or as you put it, respond.
Again, that is one type of character. Not every character conforms to that personality archetype. And, even for those who do, what happened to make them want these things in the first place? A plot is in motion before the RP even begins. Plots develop characters; characters develop plots. There is a chicken-and-the-egg causality going on here. You can't separate them or put this before that without some aspect of the story suffering.Or they can just decide to do something ... and go ahead and try it. "I want money, so I will set myself up as a spy and get information to sell." "I want to restore my country's monarchy, so I will raise an army to fight the parliamentarians."
I already acknowledged in my post that the force need not be external. I gave the example of a character falling in love. And I never said characters would do "nothing." I said their actions wouldn't amount to much worth reading/writing about. Because interesting people doing interesting things is not a story. Real life provides plenty of challenges on its own. I tip my hat to whoever is GMing this circus we all live in, LOL, but in an RP, we have to provide that.The idea that characters need an outside force constantly imposed upon them in order to raise them from a zombie-like lethargy is erroneous. Characters should never just be sitting about waiting for something to happen. What is the point of them if they do that?
The challenge of writing a sandbox RP is "whose story are we trying to tell?" They tend to be cluttered with a lot of narrative noise if the players don't communicate, collaborate, and plan. And some players flock to them seeking that freedom, because they're just trying out a character or don't have a clear trajectory in mind for that character and want to throw them into the mixing pot and see what bubbles up. I created and GM'd a sandbox for about 3 or 4 years and saw all types. Some players were content with just dropping their character in the local coffeehouse or bar and hanging out, going to work, meeting people. I had no problem with that, and it occasionally made for some interesting moments, but that's not how I prefer to RP.. Meanwhile, others wanted to overthrow the government, rule the city, become a crime boss, etcetera, etcetera. I found supporting those characters more interesting than anything the side characters (i hate to call them that, but can't think of another word) were doing.Yeah, that's true. Some sandbox RPs with... less-experienced writers, or I suppose, those role-playing more for fun than story, can be aimless and come across as "not worth" reading/writing about. I wasn't sure where Anonymouse got their impression of character-driven from, but I thought it could be from that.
I disagree with the insinuation that only go-getters or self-motivated individuals make good characters, but that's kind of beside the point and (probably) not the focal point of your argument. Of course, characters should have motivation. But motivation alone does not a story make. I don't care if Billy wants to be football captain. I don't care that he gets up and goes to football practice every day. I want to know what's standing in his way and how he behaves when confronted with those roadblocks. Conflict. That's Billy's story. As a roleplayer, that's what makes stepping into Billy's shoes "interesting." If the GM or other players and/or characters aren't providing that, Billy's story will fall flat, no matter how interesting Billy himself might be.