Note: this is not about the latest orc racism bulls$&% to rip through the screaming morons that call themselves the Twitter D&D community. Don’t even get me started about that stupid crap. This is about relatability and recognizability and how it relates to making NPCs seem human. I came up with the title days ago and it’s a good title. I’m keeping it. The Twitter D&D community can go f$&% itself. For a change.
After the last article’s realization, I am not sure I have a Long, Rambling Introduction™ in me. Especially given that the last article basically served as this article’s free writing. And I don’t want to force this s$&%. I mean, sure, it’s part of my style. It’s part of what makes me me. It adds to the conversational tone I try to maintain. I ramble and I get distracted and I go off on rants because I’m a human being talking about something I’m passionate about. But it only works if it’s authentic. Genuine. If it seems like I’m forcing it, then people’s bulls%$& detectors will go off and they’ll be done with me. That’s why Denny’s social media account is fun and why Burger King can’t pull that s$&% off to save their life. I truly believe Denny’s handed over their Twitter credentials to some random 20-something and told them to do whatever they wanted. Whereas BK obviously has a dude in a suit pretending to be a random 20-something tweeting to his ‘fellow kids’ and he’s only allowed to do what’s safe or on-message or woke.
So I think I’ll skip the Long, Rambling Introduction™ this time and just jump right into the topic du jour of the day. Continuing my series on making players care, I’m going to explain why people care about fictional characters.
Can You Relate, Man?
Let’s talk about relatability. It literally means “something you can have some kind of relationship with.” And it’s what authors and screenwriters and game designers call it when they’re trying to make a character they’d like the audience to give a f$&% about. And if you ever want to tell an author or designer that you give a f$&% about their characters, tell them their characters are relatable. There’s no higher praise.
There’s a reason that we creatives don’t talk about making likable characters. We talk about making relatable characters. It’s impossible to make a character people will like. It can’t be done. Let me explain.
In my last article, I showed you that you can’t make people care about things. But you can offer them the chance to care. To get emotionally invested. And if you believe what I said last time – and you should or else why the f$&% are you still reading my stuff – the key to getting people emotionally invested is tricking particular parts of their brains into forgetting it’s all pretend. Because the brain is kind of stupid about telling real emotions from pretend emotions. That’s one of many things the brain is stupid about. It’s also stupid about telling the difference between ideas it came up with and ideas someone else put in there. Whatever Chris Nolan claims.
Point is that people can have emotions about fictional characters. They can care about them the way they care about humans. That’s relatability. But most people are pretty picky about who they actually like. Take me. Some people absolutely love me. And rightly so. I’m a f$&%ing delight to be around. But some people can’t stand me. They don’t like my bombast and my sarcasm and my tendency to throw things when people say stupid s$&%. If you introduce me to ten of your friends, they’re all going to have some emotional reaction to me. But that reaction will vary. Some will like me. Some will hate me. That’s people for you.
Anyway, that’s why most authors talk more about relatability than likeability. Because the best a creator can do – initially – is to make a character that fools most people’s brains into forming human-type bonds with it. Characters that get some emotional response out of an audience. And that’s what authors are after. Any emotional response is a good one. Mostly. You don’t want people hating your protagonist or despising your loveable mascot and you don’t want people cheering for your villain. Beyond those f$&% ups, though, if your fictional world is full of characters that people have emotions about, it’s a win. And that’s your goal as a GM.
Now, look, likeability is a thing. For example, if you introduce me to ten of your friends, most of them will likely turn out to like me. Some won’t, but most will. Eight out of ten, say. That’s likeability. A likable character – like me – is a character that most people are inclined to like. And advanced students eventually learn how to make likable characters and hateable characters so they can ensure that people cheer for the good guys, jeer at the bad guys, and buy toys in the shape of the loveable mascot. But even masters of the craft f$&% that up. It’s not foolproof and it doesn’t work on everyone equally.
Right now, we’re going to focus on how to make characters relatable. What qualities make it possible for people to have human-type emotions at fictional characters? We’ll deal with likeability and hateability and loveable marketing gimmicks in future articles.
Sneaky Socialization
Before we talk about relatability, we have to talk about realism. Because there’s a difference between relatable characters and realistic characters. And realistic characters aren’t relatable.
What you have to understand is that relatability is a trick. Slight of mirrors. A handful of smoke. You’re fooling people’s brains into having feelings for a nonexistent cloud of statistics and descriptions. Don’t feel guilty, though; people want to be fooled. People like caring about people. It’s one of the first things we learn when we’re learning basic social skills. Assuming we ever learn basic social skills.
So, yeah, it’s a trick. But the audience is willing. No one goes to a magic show thinking the magician isn’t up to something. People willingly accept the illusion in return for entertainment. Same with fictional characters. It takes some trickery to get people to care about them, but they want to be tricked.
Why? Because people have to care about people. We’re social creatures. Our survival, our comfort, and our happiness depend on other people. We’re hardwired to need social interaction. We have to build relationships because our world is made out of relationships. Relationships are serious business. Very serious. One of the major factors clinical psychiatrists use to assess the suicide risk in depressed patients is their participation in regular social gatherings outside the home. Hell, that’s also one of the big pathologies for major depression. Social isolation is painful, dangerous, and even deadly. To most people, it’s a fate very near to – or even worse than – death. That’s why prisoners are isolated only in the most extreme situations or when cruel jailers want to break them. And it’s why psychiatrists in America today are deeply concerned over the greatly diminished amount of unsupervised social interaction children have these days.
If you give them half a chance, most players will jump at the chance to form pretend relationships with nonexistent characters. The problem is you have to give them that chance. And that’s where realism f$&%s things up. Realistic characters are paradoxically kind of unreal. There’s lots of reasons for that and I don’t want to waste a lot of time telling you what NOT to do. Just understand that because relatability is an illusion, you’re trying to present a shiny, stage version of someone who could be real if you squint at them and then use a lot of pyrotechnics and patter and sexy assistants in sequined leotards to cover up the trick.
Metaphorically speaking.
Apart from that, I’ll give you one rule that you can also get from any writing professor or actual author: never, ever base a character on any real person. It’ll always backfire. And not just for lawsuit-related reasons.
Trust me.
Social Smoke and Mirrors
How do you pull off this grand deception? It’s actually not that hard. You just have to give people an ‘in’ and they’ll play along. They can’t help it. And that ‘in’ is called recognition. If you see something familiar in a fictional character – something of yourself or something of someone you know – the parts of your brain that are hardwired to care about people will kick in. That’s the goal, at least. The theory. Create a fictional character, infuse it with qualities that people recognize from themselves, and then let the players’ brains do the rest.
Now that’s not to say that every NPC has to be a mirror that reflects the players back at themselves. Recognition is a pretty broad thing. Emotionally and socially mature people form relationships with all sorts of people, not just echoes of themselves. I have never had a painstakingly crafted chocolate souffle crater because the idiotic upstairs neighbors decided to crank Notorious B.I.G.’s Kick in the Door so I can’t say what that feels like. But I have spent days getting just the perfect paint job on a Reaper Bones mindflayer only to see it eaten by a cat. So, I can relate.
And we’re right back to where we started with this. If you learn what makes a character recognizable to most people and populate your world with a variety of recognizable characters, the players will connect with some of them. Bam. Emotional investment.
But before we talk about the things that make characters relatable and recognizable to most people, there’s just one more thing I have to mention. And then, I promise, I’ll give you a simple f$&%ing list of ‘recognizably human qualities.’ And I’ll even use a running example.
Emotional Sudoku
While most people want to care about people, they also want to figure people out for themselves. We’re wired with a natural curiosity about people. We like figuring out what’s in other people’s heads. Why? Well, partly it’s because it’s a necessary survival skill. We can’t actually see what’s in someone else’s head. But social interaction is vital. So we have to get really good at guessing about other people. And the people who guessed best prospered while the people who didn’t got eaten by mammoths that they couldn’t fight off alone. Remember that most forms of play are really about practicing necessary skills in a safe environment. Social games prepare us for real-life social interactions.
Because we’re wired to want to figure people out as a form of social play and practice and because most people keep the stuff in their heads private anyway, we don’t expect people to blurt out everything in their noggins. When fictional characters share their entire backstory and all their tragedies and regrets and dark secrets to someone they just met, that makes them seem totally inhuman. It breaks the illusion of humanity.
But we’ll cover this in more detail when we talk about bringing characters to life through play. For now, as you read through my list of relatable, recognizably human qualities, just remember it’s stuff for you to know about the NPCs and stuff for the NPCs to show gradually through play. It’s not stuff you just explain to the players. Do, don’t tell, don’t show.
Like Recognizably Human Things Do
Okay, so what makes a relatable character relatable? What qualities make a character recognizable as a fellow person even though they’re just an imaginary narrative construct or a cloud of 1s and 0s. Well, here’s a list. It’s not an exhaustive list. But it is a list of the biggest, strongest, most powerful hints that the thing you’re dealing with is the same as you: human.
Personality
I’ll start with this one because it’s the one that everyone knows. Personality is the unique way that a character thinks, talks, and acts that differentiates it from all the other characters in the world. Humans have personalities. And because everyone knows about this one, I’m not going to discuss it too much. But I am going to point out a few things.
First, while personalities make characters MORE relatable, they don’t make characters relatable on their own. They’re gravy. They’re icing. Lots of things have personality. Animals have personalities. Objects and machines and places are often ascribed personalities. Personality alone won’t make you mistake something for a human. It just helps you decide whether you like the human in question.
That’s a problem because a lot of GMs get as far as giving NPCs personality and then stop. And they don’t understand why no one finds their characters engaging. Their worlds are full of unique, quirky, fun characters that no one gives a squirrel’s left nut about. Personality doesn’t make a thing human. It makes a human thing interesting.
And personality can backfire. Holy f$&% can it ever backfire. And GMs are really good at getting it to backfire. So are the game designers at WotC. And most players.
Personality can make human things interesting, but it can also make human things so unreal that they aren’t human anymore. I’m sure you can think of a fictional character or NPC you encountered that just had too f$&%ing much personality. It was too quirky. It was too unique. It was too weird. And yes, some real people are too quirky and too unique and too weird. But remember what I said about realism, kids.
If you’re trying to run a gonzo, wacky game, quirky and unique and weird are great. But you’re not going for heavy doses of emotional engagement in that kind of game. I hope. If you’re going for emotional engagement, less personality is more.
Personality is a spread. You schmear a bit over the top of something that’s already human to jazz it up. One unique quirk or trait is usually enough to start. You can add another layer if the character starts to spend some serious time on camera. And it’ll continue to evolve from there on its own.
Vulnerability, Fear, and Pain
I struggled over what order to present these relatably, recognizably human qualities in. I knew personality would come first because it’s so overused and misused, but all the other qualities could basically go in any order. Except for this one. Vulnerability – and it’s partners in fear and pain – may be the most recognizably human things of all.
Humans are vulnerable. We live in a complex, chaotic world and we have almost no control over what happens to us. A single, random event can challenge our worldview, can send our life skittering into the gutter, or can rob us of something – or everything – that we love. And we can’t ever see that s$&% coming. Clinical psychiatrist Jordan Peterson once aptly said that the fact that we don’t wake up every day screaming in terror is a miracle.
Vulnerability is part of our humanity. And when we see something else that’s vulnerable, we instantly see ourselves in it. When I introduced Stedd the sorcerer – and he’s going to be my example because I already told his whole story in a three-part series starting with The Road to Elturel: An Object Lesson in Adventure Design – when I introduced Stedd the sorcerer, he appeared as a scrawny, starving, teenaged beggar who was being threatened by a group of powerful, armed soldiers. Nothing else about his backstory mattered at that moment. He was just a scared kid being crushed under the bootheel of someone with more power. Who hasn’t felt like that?
I’m not saying every NPC has to be introduced that way. But every NPC needs to have something that makes them vulnerable. Or something that scares them. Or something that hurts them. Because that’s recognizably human.
Hopes and Aspirations
That was a bummer of a start, huh? It sucks to realize your species is basically defined by its delicate mortality. But it’s funny how the mortality of humans is a defining feature in pretty much every bit of classic fantasy literature, isn’t it? I wonder why fantasy literature resonates so strongly with people.
But being at the mercy of the chaos of the world isn’t the only thing that makes us human. Another thing that makes us human is our ability to hope and dream. We can imagine a world that’s different from the one we’re in right now. We can picture a bright future. We can aspire. And so, when we see something that has hopes and aspirations, we recognize it as human.
Stedd was alone in the world. He’d been abandoned by his father and he never knew his mother. That was his reality. But he dreamed of being reunited with an uncle he’d only met once when he was five years old. He wasn’t just trying to escape his terrible, current situation, he was trying to have the family he’d been denied. He dreamed of being raised and protected by people who loved him. People who would provide him a safe, sheltered place in the world. He could imagine that life. Just like a human.
Values, Virtues, and Beliefs
Humans can imagine different possibilities. And they can also believe in things. Every human holds certain ideas sacred. And ideas, remember, are not real things. They aren’t physical. They don’t provably exist. People believe in things like love, justice, family, mercy, courage, integrity, truth, humility, responsible, and so on and et cetera. Some people value them so highly that they’re willing to take huge risks or make tremendous sacrifices for them. Doctors risk exposure to terrible diseases to save patients even in an age when being a doctor is far more expensive and far less lucrative than it ever was before. Single mothers slave away at multiple unpleasant jobs and keep ungodly hours for the benefit of the children they refused to give up. Workers in all sorts of fields take on huge risks in dangerous jobs just because they believe that providing for their family is worth it. And people all over the world risk imprisonment or death to raise their voices against awful, totalitarian regimes.
Of course, actually living up to your values and beliefs is hard. It takes will, courage, responsibility, and sacrifice. We’re not all up to the task. And no one lives up to their virtues all the time. But most adults know it’s worthy to strive to live up to your values. And when we see something that shows signs of virtue, we see that thing as human because it reflects the person we hope to be. We see it as an idealized human. We respect real-life heroes and cheer for fictional heroes because they serve as examples of the best of humanity. And when we see a fictional character manage against all odds to make a sacrifice or take a stand, it gives us hope that we, too, can stand up for what we believe in.
Stedd was deeply troubled by the fact that his uncontrolled magical abilities kept hurting people. He didn’t want to hurt anyone. He believed that causing pain was wrong and that every human had a duty to minimize the harm they caused. Partway through the adventure, he had a crisis over that and tried to flee from the heroes. He was ready to give up his hope of having a family and to isolate himself to keep others safe. But the party talked him down.
Flaws and Failings
We’re all flawed. We have vices and weaknesses. We make mistakes. We knowingly make bad choices. We pursue selfish ends. We choose the easy path instead of the meaningful or virtuous one. That’s part of being human. We’re capable of wonderful things, but we’re also capable of terrible things. When we see other flawed creatures make mistakes or bad choices or fail to live up to their ideals, we say, “Hello fellow human, I feel your pain.”
But there’s more to this. People tend to be hard on themselves. Very hard. I know all of the bad things I’ve ever done and thought. My brain keeps a list. I – and I alone – know what badness I am capable of. And while my brain also knows the good things I am capable of, all brains tend to overvalue the bad. It’s easy to fall into the trap of thinking you’re a bad person because you are uniquely positioned to appreciate all the bad you’ve done. So, when you see a fictional character – particularly a character you otherwise recognize as a good person – make mistakes or do bad things, it offers comfort. Good people make mistakes. Good people with flaws are kindred spirits. And they help us develop a healthy self-image.
I need to mention the schlock that Hollywood has been s$&%ing out here. Because it seems like most of the s$&% writers in Hollywood have forgotten what writers have known for f$&%ing centuries. Millenia. That human characters need flaws and failings to be human. There’s this tendency to create flawless characters. Or give them only minor, meaningless flaws. Especially, but not exclusively, when it comes to female and minority characters. Apparently, it’d be insulting to give them flaws or have them fail. Or it would make them weak. Because strength equals flawlessness. That’s complete horses$&% and someone needs to say it. Actually, a lot of us have been saying it. But we get called terrible istaphobes when we do. Well, reader, I actually want you to create good characters for your game, so the people who want to insult me for giving correct advice can f$&% right off.
A strong character isn’t flawless. A strong character has failings. But they take responsibility for them. They overcome them. They succeed despite them. And I don’t care what color the character comes in or what’s between their legs. That’s true of all humans of every flavor and variety. When you present a flawless character as an ideal, you’re hurting the people in your audience because real people have flaws. There are no perfect humans. I can try to live up to the ideal of a flawed character who finds the inner strength to overcome their flaws. But I can never live up to the ideal of a flawless character. Flawless characters aren’t aspirational or empowering. They are disempowering f$&%ing lies that tell humans who know they have flaws that they will never, ever be good enough because heroism comes from perfection.
And maybe that’s part of why Hollywood was failing BEFORE the industry was willingly destroyed to fight the CCP virus. But what do I know?
Sorry. This is a hot topic for me. But my rant is over. Flaws and failings make your characters recognizably human. And now I’ll try to calm down and speed this up to bring this article home.
Self-Awareness
Humans are self-aware. We know we’ve got thoughts and ideas in our heads and we’re always trying to work them out. A lot of our heavier conversations are actually just us trying to figure out what the hell is happening in our heads by talking it out. And when a thing seems to be aware that there’s stuff going on in its brain and tries to figure out what’s happening in there, that thing is recognizably human.
But self-awareness is a lot like virtue. It’s a rare thing in real humans, but it’s a thing we recognize as a quality that humans should have. Very few people dare to think about what they believe and why. And to question and challenge the things in their heads. Very few people ever walk away from a conflict and go to the mirror and seriously consider whether they might have been the a$&hole in the conflict. But most of us THINK we do that s$&%. And we know that other people SHOULD do that s$&%. And when something DOES do that s$&% and we can see that the thing is struggling with inner conflict, we see a human cousin.
Stedd was deeply troubled by inner conflict. He wanted safety and security and family, but he didn’t want to endanger anyone. He knew he’d have to learn to control his magic, but he didn’t know if he could. When the party had quiet moments and talked to him, that inner turmoil kept coming out. “I’m dangerous. I should just go away. But then I will never be happy. And what’s the point of living if you have to live in complete isolation and you can never achieve happiness?”
Challenge, Growth, and Agency
I started this list by pointing out that it’s not just human to suffer at the mercy of a fundamentally random, dangerous world, it’s the MOST human thing you can do. But it’s also human to struggle against that world. We strive to control our destinies. We strive to minimize the risks we take, sure, but we also choose to take risks and make sacrifices to improve our situations and to improve ourselves. Sometimes we fail. Sometimes we f$&% up. But we learn from that. We improve. We face challenges and we grow stronger and we get better. And we do so by choice. That’s why it’s so vital that every person can choose for themselves what risks to take and what challenges to accept.
When we see things facing challenges and growing, we accept them as humans. Even if those things are just patterns of lights in the shape of a person being redrawn sixty times a second across a matrix of multicolored light-emitting diodes. But it only works if they’re doing so by their own volition.
The reason why ‘damsels in distress’ are sucky characters has nothing to do with stupid inclusion bulls$&%. That’s crap superficial garbage from the same people who think perfection is the only kind of strength there is. Damsels – and dudes – in distress suck because they have no agency. Because they are basically just objects. We can’t see them as humans.
In the very first Legend of Zelda game ever, Princess Zelda was not a damsel in distress. She struggled against Gannon, Prince of Darkness for years. Actively. And when she realized she didn’t possess the physical strength to defeat the literal embodiment of strength and ambition, she shattered the Triforce and hid the fragments in eight dungeons to keep it from Gannon. She then willingly allowed herself to be captured to allow her servant time to escape and locate someone strong enough to shove a sword up Gannon’s Triforce. Similarly, in Breath of the Wild, Zelda struggled against Calamity Ganon. She was not equal to the task of defeating the literal embodiment of chaos and destruction at the time and allowed herself to be distracted from her proper path by putting faith in the wrong plan. But, when the chips were down, she sacrificed herself to hold Calamity Ganon in check while someone powerful enough to shove a sword up Ganon’s Triforce could be brought back from the dead.
The lesson here is that the NPCs we care about are the ones we see doing something, anything, to master their own fate. Even if they can’t get there alone, even if they need the heroes of the story, they do something. Even if they fail, they do something. Because agency is human.
When the party met Stedd, he was already on the run. He wasn’t waiting around for rescuers to find him. He was trying to free himself. The odds were against him and he probably wouldn’t have made it on his own, but he was willing to try. And later, he chose to stay with the party and try to master his powers instead of running away. He needed the party’s help to escape and he needed the party’s help to make that choice, but it was still HIS choice.
Having it All
So that’s it. That’s a list of major things that make fictional characters relatably, recognizably human. Some are qualities that we see in ourselves. Some are things we wish we could see in ourselves. There’s no difference. Because fictional characters are not realistic humans. They’re illusionary humans who look just better enough than real humans that everyone will ignore the seams and wires and zippers.
Next, I’ll tell you how to portray those characters. How to bring them to life. Especially when you don’t bother to write most of that s$&% down beforehand. See, relatable characters don’t have to show all of those qualities right off the bat. Stedd was a particularly well-developed and fully-fleshed-out character. That’s why I used him as an example. He spent a lot of time on screen. Three full sessions. So he had to be fully developed.
Until a character gets some substantial screen time, you don’t actually have to have all those qualities in place. You just have to trick the players into thinking that all those qualities are inside the character somewhere. They don’t need to know what the shopkeeper wants and what he fears, they just have to believe the shopkeeper has wants and fears. They have to believe that if they asked the shopkeeper about them, he’d have an answer. It’s all just more trickery. And it comes down to playing the NPC in such a way that it seems like there’s more under the surface and making sure that the players never encounter an NPC that didn’t turn out to be recognizably, relatably human when they started digging at their humanity.
Starting my game off with Stedd was kind of manipulative. He was so fully developed that, after that, as long as every NPC in my game looked human from a distance, the players assumed that there was another Stedd inside each and every one. But so far, every time the players have gone looking for the Stedd in the shopkeeper, they’ve found him.
Well, that’s not quite what I expected, but this is quite the lesson I need.
Too bad I’m not really running any games where this is immediately applicable. But one might be coming up. And with this, I might just be able to appear human myself.
This is great advice. I like to believe I do a good job building NPCs to have many of these traits, but I think I tend to bury the lead a bit much. I need to practice making sure my NPCs have some forward facing relatabilty.
Thanks so much for what you do!
This is officially my favorite intro you’ve written, from the Twitter disclaimer to the totally non-existent, definitely-not-there Long, Rambling Introduction™. Is Twitter really mad about racism against a fictional species that’s canonically less intelligent and more violent than other intelligent beings? This site is truly a haven from the… uh… “community” of tabletop fans.
Do you have any advice on getting players to give NPCs a chance? My new group of players treat NPCs like game pieces. (Just there to be robbed or killed or profited from – not related to) I get at most one action and one line of dialogue before the players decide what the NPC is all about and what to do to them. (To, not with) I have to wonder if I should be giving up on human-like NPCs and just labeling them like game pieces, clearly announcing what they can do for the players and whether they’re “good” or “bad” guys.
This last session, I had an NPC they thought was an enemy try to help them pick a lock. One player almost tried to kill her out of annoyance. Another asked why she was helping and I couldn’t believe what I was hearing, but before I could answer, the rest of the group cut me off and had a discussion about what to do with her. (The player with the question joined them and forgot about the question) The next interaction was them telling her she could come with them if she let them handcuff her. She agreed (for reasons the players STILL haven’t investigated) and she spent the rest of the session being pushed around corners to check for danger. Odds are she will flee the group soon without them ever talking to her about why she’s there. She has a common goal with the players, but she’s not going to put up with this, and she’s not going to spill her life story without so much as a “hello.”
I’m just not sure if I’m not offering the right “prompts” or if I’m just trying to run a different kind of game than my new players want to play. I know I sound frustrated, and I am, a little, but we’re all still having fun. I just wish I could help them enjoy the choices the game offers on a deeper level than “Do I kill it or rob it?”
Sounds like the players, regardless of what it says on their character sheets are pretty much embracing the greed/murderhobos philosophy of playing a game and aren’t really in it for the story. Angry has posts on the different aspects of what draws people to games — you may find value in reading them.
https://theangrygm.com/dd-according-to-rosewater/
https://theangrygm.com/return-of-rosewater/
(there was one other I was going to mention, but finding the post is escaping me…)
If your players want something out of the game that isn’t what you want … you can do all sorts of things to try to get closer to what you want and never get there.
I have 3 ideas based on what you describe on what I might consider. But they are all not really great options so buyer beware …
– Have the setting react to them appropriately based on their reputation getting out. They are greedy murderhobos, so everyone starts treating as if they are very bad criminals… It’s Billy The Goat … quick … keep the kids out of sight!
– Have consequences stem from not working with NPCs in form of failing (or at least having more obstacles to overcome) because they lack critical information for what they are actually trying to do.
– Or just fire your players because they aren’t interested in playing the type of game you want to run.
If it were me, that first one in that list is probably where I would start. They want to act like CE characters that can do whatever they want, well … word gets out and there are consequences. Angry has posted that he doesn’t allow evil characters in his game. He has plenty of valid reasons for doing that and frankly, you are seeing one of them play out at your table.
I’ve read ’em. I think I’ve actually read every currently available angry article at this point. I just caught up a month or two ago. I’m just not sure if they really want different things, or just aren’t “getting” the freedom available to them, yet. I’ve thought pretty hard about the consequences option, (and tested a little) but I think they paradoxically still see themselves as “good guys” (video game logic) and would feel I was treating them unfairly. And every time I’ve started to lean into the consequences thing, they’ve been offended and done more murder-hobo-stuff to the offending NPC in response. While perfectly fair, that’s not the reaction I had hoped for at all.
You are definitely in a tough situation. I agree with the others that you are going to have to talk to them out of game and try to gain clarity/insight into what they are expecting.
My own two cents would be, you need to also understand what you want out of the campaign especially if they don’t want to change. If you want to keep going with it, you are going to have to explain to them that all actions in the game will have consequences, some of which might be good, indifferent, or bad for the characters.
Based on how the conversation goes, you might also have to explain to them why certain of their actions are what you consider evil and remind them that you told them up front you don’t want evil characters in your game. You will have to decide what the consequences will be if they continue to do that after the conversation.
Yeah, I’ve definitely had this same experience. I’m tempted to blame video games for this attitude, but it’s possible it was a thing before video games were a thing. Either way, I think you should have a talk with your players about play style. I did that with my group, and it was illuminating. They learned that when they act like sociopathic @$$#0!3$ run amok in Westworld, it makes me not like their characters, which is less fun for me and not a recipe for good GMing. And I learned that what I thought of as “giving the PCs meaningful challenges” felt to them like the world and the NPCs (read: the GM) had it in for them.
I also learned that when things aren’t going their way, they feel like the GM has absolute authority over what happens in the game world, and the only way PCs are allowed to override the GM is with the mechanics of the game. In most cases, that means combat.
So we both give each other a little more of what the other wants now: I give them more easy wins, and they give me less NPC abuse. YMMV, but having The Talk with my players helped me a lot.
Also, part of it is just a personality thing. My primary group is still kind of a bunch of psychos, while when I run for other groups, they tend to not treat overwhelming violence as the first and best answer to every challenge.
Game system can make a difference too; when there are mechanical levers for changing the rules and controlling NPCs other than beating then senseless with a sword or a fireball, players will sometimes reach for those other levers.
Are you thinking of the Eight Kinds of Fun article?
https://theangrygm.com/gaming-for-fun-part-1-eight-kinds-of-fun/
That sounds very much like an out-of-game problem about different expectations to the game. Sounds a bit like you want to play a game with players interacting with the world and the players don’t. Don’t try to solve out-of-game problems in-game. Talk to them about it. Maybe they aren’t interested in NPC’s, and just want to kill someone because they have green skin and fangs and take their stuff. Maybe they’re just paranoid because a previous GM always used “helpful” NPC’s to betray them at a crucial moment.
Ask the players why they do what they do. What you see as intentionally avoiding obvious actions is likely a case of not registering something as important. As arbiter of the universe, it is your responsibility to point out when something doesn’t make sense, because you’re the one running the show. Consider the case of the player deciding to chance a jump over the 20-ft wide bottomless chasm that they thought you said was a 20-ft deep pit. Do you ask for the roll without explaining the consequences?
But what if it ruins the mystery? It doesn’t matter. If the players don’t know there is a mystery, then there’s nothing to ruin. Drawing attention to the mystery makes it worth pursuing.
I make this mistake constantly and my games are worse for it. I come up with ideas, refuse to explain them, and no-one reads my mind. It sucks. I hope you can escape.
Well put King Marth.
We have to stand in for the player’s eyes and ears.
Also: we see the whole game world in brilliant clarity, whereas the players are creeping about our inadequately described scenes with tiny little candles.
Maps & handouts help a lot of course, but it’s always best to assume that the players have huge gaps in their knowledge. We need to repeat information, and never say anything like “I’ve already told you this”. Also: always treat the players as the stars of the show.
With respect to the OP’s example of strange girls acting as voluntary locksmiths: the party may be resisting the insertion of GM characters for complex reasons.
For instance: I remember a DnD game where the GM kept inserting characters from ‘Buffy’, and clearly expected a round of applause everytime he wrecked suspension of disbelief. Sigh.
So – for Mystery Locksmith Girl – I recommend that the GM first has her break silence and keep having her say things like “Why won’t you let me help you properly” or “We’re on the same side, you lackwits!”
Then – have her swallowed up by a pit trap or grabbed by a Ghoul Bear and (safely) dropped into another level of the dungeon. Right now – through no fault of her own – she’s distorting the narrative space. But maybe she can rescue the characters later.
I will ask them about it next time we get together. Scheduling has been tricky lately. I have pointed out the things that don’t make sense. (And the fact that I told them in the beginning that their characters couldn’t be evil – I’m with Angry on that issue) Occasionally someone will change their action after that, but it’s usually with a sigh and an eye roll. They really don’t like the idea that NPCs might hold them accountable for being jerks. I realize this really sounds like I’m doing something like the Buffy character insertion and expecting the players to play along, but I promise I’m not.
Mystery Girl did complain, and one of the players actually took mercy on her and slipped her a weapon. Most of the party was not happy with him, though. Having her swept away from the group to come back later is a good idea to that particular instance of the issue – thanks for that.
Sorry joqsh, I just realised that my post heavily implied that you had carried out a bad NPC insertion.
I withdraw that – I should have put my remarks in better context.
Some of the reasons why players resist NPC insertions include:
* visceral reaction to genuinely bad GM insertions (I’m thinking here of genre-clash NPCs like Buffy, or GM-created Mary Sues)
* visceral reaction to certain NPC types (I’m thinking here of GMs who quite innocently try to add e.g. snotty brats. Imagine running Star Trek, and the GM introduces Ensign Crusher. *Shudder*.)
* historical abuse (previous GMs inflicted a string of horrible NPC insertions on what is now your party)
* Art Clash. The GM used a picture or mini of the NPC which just didn’t mesh with the rest of the game’s art style. I saw this once with a VTT game where the GM included a male NPC portrayed with anime artwork.
* All Traitors All The Time (the GM, or a predecessor, has historically inserted a unfeasible number of dopplegangers & assassins, and now the party regards all newcomers with a jaundiced eye).
* Honest Paranoia. And this is ok of course.
Sorry again. And I’m glad you like the idea of forcibly extracting Mystery Locksmith Girl from the action.
I just remembered the wierdest ever example of an NPC Art Clash.
We were in a SuperHero-genre game set in 1940’s wartime London.
The GM introduced an NPC to us. I think he was supposed to be the Minister of War in Churchill’s cabinet, something like that.
You would think the GM would use an image from about the right time: maybe an actor, or something from a period photo.
But no. Britain’s august Minister for War was represented by some sort of primary-coloured cartoon. He looked more like a clothes peg with a face (really!) than a human being.
No worries, I understood – no offense taken or anything – I would just think anyone else who posted my comments was probably doing something like that, so I’m feeling defensive. 🙂
Thanks for helping me “talk” through this. I think I’m changing my mind, because I’ve realized I have an opportunity with mystery girl to reward the player who gave her a weapon, and maybe encourage some of that engagement. I’m now leaning towards having her speak with the player who helped privately, thanking them, giving them some kind of useful gift, and then she’ll ditch the party, likely with some parting words about wanting to help but not putting up with this anymore. The gift would be unusually generous for her, character-wise, but I think it’s a good way to reward the behavior and then make it clear to the rest that they could have had a useful ally if they hadn’t treated her like a mindless game piece. Plus, that player has gotten the short end of the stick a few times recently and could use a boost.
Oh cool! And it’s also a chance to impart more narrative about the dungeon.
“My friend, I shall leave now: my quest undone. But you at least have treated me with honor, so you shall have this gift – the Death Lace Amulet!”
“May it protect you from the touch of the loathsome, unseen Gibbethrim that prowl these tombs. You at least will live, unlike these clay-brained dolts that travel with you!”
This is mostly common sense in my way of thinking. Thankfully i dont find much issue in making relatable characters….(have weaknesses in other areas though)….But still a useful read to get another perspective.
This series is exactly what I need right now since I’m running a game set in a mysterious boarding school and have lots of characters that need be interesting for my players. The need for mystery and self-awareness is something I probably need to focus on. A lot of my NPCs tend to wear their hearts on their sleeves and often tend to be one-note and very straight-forward (since when I run D&D they’re usually just obstacles or quest-givers, and often tended to be non-human so I could get away with it somewhat.)
In defence of the ‘Damsel in Distress’ trope: it’s as old as Andromeda because it works.
GMs should (of course) use it sparingly . Also: this trope is too potent to lean into. Use a light touch and keep everything chaste.
If the Damsel NPC is a long-running character, then she obviously shouldn’t be in a pickle all the time – maybe just once or twice in the whole campaign. Otherwise it’s like Angry says – we can’t (or we don’t want to) identify with a permanently helpless character.
Google ‘Damsel in Distress trope’ for variants on the trope and its uses in literature.
Oh, it absolutely works. And it even fulfills several archetypal and psychological roles. But in those cases, the damsel represents something else. The damsel isn’t meant to be appreciated as a character. And that’s my point here. As a character, she’s lacking, and any anyone who has significant screen time will flop as a character due to the lack of agency.
Agree wholeheartedly. The Damsel (TM) doesn’t shine while she’s actually In Distress.
No-one remembers Kim, the heroine of “Taken”: we just remember Liam Neeson face-punching Albanian slavers all over Paris.
But – maybe this is a good example, I’m not sure – we all remember ‘Newt’ from Aliens. She has a short moment of Distress, before Ripley rescues her from the FaceHugger Egg. But the rest of the time she’s a cool little character in her own right, with some of the film’s best lines.
Ah, maybe a more relevant example would be Leia Organa. She may even be the best example of how to handle the trope in an RPG.
She’s ‘Damsel in Distress’ twice during the original trilogy. These episodes are basically brief punctuation marks to her character.
Neither her offscreen interrogation by an Imperial Torture Droid nor her brief stint as Fashion Accessory to the Mighty Jabba leave her actually hurt in any way. Not a hair out of place – which is the way to do it, I think.
And of course the rest of the time she’s doing her full part as a character – e.g. Strangling Jabba, kissing Luke and discovering incredible new smells on board the Death Star.
Another example: we all fondly remember Marion from ‘Raiders of the Lost Ark’. She was a great character with brief moments of Distress.
But I don’t think anyone liked Willie Scott (nightclub chanteuse) from Temple of Doom. Willie was a constant Damsel in Distress, and she amply proves your point.
Leia wasn’t the only DID in Star Wars. Hand and Luke both had their own pickles they needed to be rescued from too.
Luke and Han certainly needed rescuing, either by their friends or by plot intervention, during the trilogy. But they are not examples of ‘Damsels in Distress’.
Remember: the trope isn’t ‘Anyone who is in trouble and needs rescuing’. It’s specifically ‘Damsels in Distress’.
‘Damsel in Distress’ trumps ‘Man in a tight spot’ because the stakes are higher.
If we didn’t treat femininity as uniquely sacred, precious and vulnerable then *we simply wouldn’t exist*. We would have died off long since. The sabre-toothed cats (or whatever) would have eaten our womenfolk, because we couldn’t be bothered to protect them.
So – there’s a dramatic difference. Our base priorities have been forged by a million years of humans taking especial care of prospective mothers.
Onto Star Wars. When our film’s exemplar of feminity Princess Leia Organa is in peril, that ‘sacred & vulnerable’ button gets pressed. It gets pressed *hard*.
If the film didn’t rescue her, then (dammit) we would rescue her ourselves. Because you just don’t leave a Damsel in Distress to her fate.
But if Luke is dangling from the roof of an Ice cave, or Han becomes a frozen wall decoration then that button is *not* pressed. The stakes are just not the same.
Sorry SaltyKobold, I accidentally replied to your interesting post rather than starting my own. Apologies.
I’ll fix this. Give me a little while.
Turns out this is unfixable. It’ll just have to stand.
Sorry about that Angry. I’ll be more careful next time.
One thing that you can do with the personality (especially in a game that’s not uber depressing and allows itslef to have lighter moments) is deconstruct quirky types. It’s kinda manipulative in the same way Stedd was, in that it colors interactions with all characters after.
In one of my short lived campaigns I had a gnome who was pretty crazy. At first glance he was basically a d&d conspiracy theorist. He thought dark forces were afoot in the city and were specifically out to get him, so he was super secretive, he invented passwords for their meetings, wore a copper cap to protect his mind from psionics. To add to the hilarity he was wildly wrong about what was going on (he thought there was an illithid hive under the city, when actually a yuan-ti cult was infiltrating the upper echelons) and refused to hear reason when presented with proof. He was nuts, and I potrayed him so.
When they uncovered more about him, they discovered that the cult had used several dopplegangers to infiltrate high society, one of which posed as his wife (he was a wealthy merchant before going nuts). By that I mean the wife never existed, it was a doppleganger from the start (he didn’t know, he thought they kidnapped her). When he discovered her it broke him and turned him into a paranoid wreck. He antagonized his family and friends, who dinstanced themself from him (they didn’t know and didn’t believe), reinforcing his idea he was surrounded by people out to get him. In the end, the players ended up lying to him and telling him his wife was killed shortly after the swap, to save him the pain.
After that, they never looked at a funny character the same way. The trick is, even with all that, his shenanigans ended up being funny more often than not, so it created a nice contrast.