I think I know what bothers me about Tip writing
I prefer the "You're sad..."
I tend to think of "I" as me, the player. Being told that "I'm sad..." actually takes me out of the game because my immediate thought is "No, I'm not" or "Wait... Who's sad?". Having it narrated to me as "You're sad..." keeps the focus on the character.
Just my gut opinion from reading your two examples.
I prefer them written the way they are currently. Reading it as "I'm sad" kind of weirded me out. And either way, it's forced on you how your character feels.
I'd prefer they left it out entirely. It's completely unnecessary character-jacking. How I feel is irrelevant. My reasons for making the choice are irrelevant, the point is which choice I make. And that is a terribly awkward sentence regardless of which pronoun it uses.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
I'd prefer they left it out entirely. It's completely unnecessary character-jacking. How I feel is irrelevant. My reasons for making the choice are irrelevant, the point is which choice I make. And that is a terribly awkward sentence regardless of which pronoun it uses.
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I do, however, agree with the character-jacking problem. It takes me, personally, out of the narrative since I always end up arguing with the narrator in my head. It's very easy for an impersonal narrator to be wrong when written for a player character that cannot be accounted for. A lot of the game's flavour text is written as though made for a book or a comic, which makes it inapplicable for a game setting.
However, it's important to remember that the game can't give us a free hand in making choices in developer content. There are only a limited number of possible paths we can take, and a player has to be given reason why only those options are available. Character hijacking and telling us what our characters want is one way, albeit a POOR way. Presenting the facts and concluding the "only" logical or reasonable choices is another possible way, but that has its own problems, as well, in that the "logical" and "reasonable" characters sometimes aren't, often obviously in such cases.
And I'd still prefer the latter way just the same.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I prefer the "You're sad..."
I tend to think of "I" as me, the player. Being told that "I'm sad..." actually takes me out of the game because my immediate thought is "No, I'm not" or "Wait... Who's sad?". Having it narrated to me as "You're sad..." keeps the focus on the character. Just my gut opinion from reading your two examples. |
It's no more ambiguous, but at least to me a lot less intuitive. Simply because people don't talk like that.
And, yes, I'm aware of second-person narration. It's was fairly popular in point-and-click adventures, for at least one instance, and I did a lot of those when I was a kid. The thing, though, is that in those cases, it mostly narrated events happening on-screen that graphics at the time were too poor to depict. Once you start writing emotional content in the second person, things start to break down, because it's unnatural to speak like this, to me at the very least.
I have a problem with disembodied narration in general, to be perfectly honest, and when parsed through the sensibilities of physical communication - which is to say a conversation between two people - it becomes almost insulting. Telling another person to his face that "No, what you REALLY want is this!" is, to be perfectly honest, the height of intellectual insult. I'm probably biassed, since I tend to be an easy target for that sort of expressions on the forums. This is often the case when a person chooses to paraphrase another's words and distil another's meaning, but more often than not this ends up producing a straw man, be it intentionally or otherwise.
In simple terms: Telling another person what he thinks, how he feels and what he wants should be a no-no in practically every circumstance.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The thing is for this situation we have 3 different parties involved.
The Tip itself(which can be a NPC, newspaper clipping, rumor etc.)
The Character currently being used
The Player
so because of this the first person largely can't be used. As it would be hard to distinguish which party is being referred to.
You want to avoid telling the Player how they should feel about something so we need a way to bring it down to the character directly.
Tabletop RPG's often use the second person when describing what a characters initial reaction is. This allows the Player to immerse themselves more into the game while maintaining a personal self separate from the game.
I like the second person narrative better. First person is confusing and wierd to me in this context. And I agree with the several people about character-jacking. One way around this is to provide an in-game narrator who expresses their feelings about the subject, but this is sometimes clumsy also, and more overhead...
I'm sorta good with it the way it is for now, but you bring up some good points, Samuel.
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
Tabletop RPG's often use the second person when describing what a characters initial reaction is. This allows the Player to immerse themselves more into the game while maintaining a personal self separate from the game. |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
In my several decades of tabletop GMing I never once told a player what his character's emotional reaction to something was. Physical reaction, sure; if the character (e.g.) touches something hot "you burned your hand" is an appropriate response. But I never did anything like, oh, say, telling a player "you now consider Frostfire, the murdering scumbag who blew up an entire Longbow base, a hero".
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I was a DM for a few years myself, and I occasionally found myself doing these sorts of things. And when my players called me on it, I usually checked myself. But to say you never once did it?
All due respect, but sorry, that gets an askance look from me. I might believe it if you were a computer program or a robot...
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
A better way of putting it, in my opinion, would be;
Senior Agent Freymuth has a long and decorated history with Longbow. But now his frustration with the system has boiled over to electing himself Judge, Jury and Executioner. Bringing him in is one option, either to try and convince to tone his actions down a little, or because you think he's gone too far and it's the 'right' thing to do. Whatever the motive, it will likely result in having a fight on your hands. Of course, maybe he's right. Maybe it's time to stop being soft on the criminal fraternity and start giving them genuine consequences to their actions. Or, heck, maybe just beating the tar outta them will wind out being more fun than jumping through hoops every day, all the time. Helping Freymuth out might be worth it. -Options- |
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Never Once? Seriously? You never once slipped and said something like, "This is the scariest thing you've ever seen," or "The scene fills your heart with joy and hope"?
I was a DM for a few years myself, and I occasionally found myself doing these sorts of things. And when my players called me on it, I usually checked myself. But to say you never once did it? All due respect, but sorry, that gets an askance look from me. I might believe it if you were a computer program or a robot... |
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Never Once? Seriously? You never once slipped and said something like, "This is the scariest thing you've ever seen," or "The scene fills your heart with joy and hope"?
I was a DM for a few years myself, and I occasionally found myself doing these sorts of things. And when my players called me on it, I usually checked myself. But to say you never once did it? All due respect, but sorry, that gets an askance look from me. I might believe it if you were a computer program or a robot... |
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Never Once? Seriously? You never once slipped and said something like, "This is the scariest thing you've ever seen," or "The scene fills your heart with joy and hope"? |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
In my several decades of tabletop GMing I never once told a player what his character's emotional reaction to something was. Physical reaction, sure; if the character (e.g.) touches something hot "you burned your hand" is an appropriate response. But I never did anything like, oh, say, telling a player "you now consider Frostfire, the murdering scumbag who blew up an entire Longbow base, a hero".
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Venture makes a good point that I neglected to mention - there's nothing wrong with telling the player what sensation a physical interaction created, because this isn't specific to the character and doesn't rely on the character's interpretation.
For instance, if I were to say "You touch the mysterious object and find it covered in alien goo. Your hand sticks to it like in glue." then this is not inferring much of anything about the character. He touched alien goop and this is what happened. Granted, one can argue that "My hand is covered in super-slick forcefields!" or "But I'm a ghost, I can't stick to things!" but these concerns are far rarer and far easier to justify, even by the players themselves, especially when they occur in situations that aren't terribly important.
Telling people their physical reaction, such as "he punched very hard" or "this room is very cold" is necessary and unavoidable, and that's A-OK. Even if your character is a creature made out of frost and ice, he should still be able to conclude that, yes, it's very cold. Not necessarily uncomfortable. Just cold. "It's cold" is a fact, not a matter of interpretation.
This is as significantly distinct from telling a character what his conclusion from said experience is, or what his mental reaction to it should be. This assumes several things which are never safe bets - it assumes a mentality which would lead to this conclusion, and it assumes a certain psychology which would produce this reaction. Telling a character that something seems like a good idea is distinctly better than telling him he thinks it's a good idea. Both statements are vague and possibly wrong, but the latter is far more intrusive, to say nothing of insulting, especially when it's wrong.
I tend to pay less attention to the distinction between player and character, and I've simply never felt that problem in either first or second person, but I'm probably biassed that way. I've often said I approach the game more as a writer than a roleplayer, which means I never so much as even have the option to confuse. Anything which happens on-screen happens to my character, because "I'm not even there." That doesn't mean I won't get the odd moment of saying "I have Team Teleport, I can help you." when I get into the actual gameplay element, but story-wise, I've never so much as tried to identify with any characters on-screen. Possible personal bias, I admit.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The fact you yourself called it a slip, and your players called you on it, should give ample evidence that it was, in fact, not the right thing to do.
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Edit: Just thought of a good example: Anyone here remember a little AD&D expansion called Ravenloft? If you could properly play even one session of that game without at least one time ascribing feelings to the characters, I will give you One Internets.
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
Never Once? Seriously? You never once slipped and said something like, "This is the scariest thing you've ever seen," or "The scene fills your heart with joy and hope"?
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Agreed, but in a tabletop RPG, you can lean in, inflect, scowl, even play ominous (or lighthearted) music... things that are difficult in this game. Not impossible, of course, but difficult. So I can see that this sort of thing is sometimes an expedient route to an otherwise difficult course.
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Now, whether people will mind if the game assumed their characters thought what the players had in mind for them to think anyway, my guess would be no. However, the chance of a static system guessing even a single player's ideas spot on is very low, and thinking people don't do much better as they usually perpetuate their own ideas, instead.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Edit: Just thought of a good example: Anyone here remember a little AD&D expansion called Ravenloft? If you could properly play even one session of that game without at least one time ascribing feelings to the characters, I will give you One Internets. |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
In my several decades of tabletop GMing I never once told a player what his character's emotional reaction to something was. Physical reaction, sure; if the character (e.g.) touches something hot "you burned your hand" is an appropriate response. But I never did anything like, oh, say, telling a player "you now consider Frostfire, the murdering scumbag who blew up an entire Longbow base, a hero".
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Never Once? Seriously? You never once slipped and said something like, "This is the scariest thing you've ever seen," or "The scene fills your heart with joy and hope"?
I was a DM for a few years myself, and I occasionally found myself doing these sorts of things. And when my players called me on it, I usually checked myself. But to say you never once did it? All due respect, but sorry, that gets an askance look from me. I might believe it if you were a computer program or a robot... |
In the absence of specific, character-related things like the above, I do try to avoid telling the characters how they feel, such as "This makes you sad" or "You've never been this scared!". I try to take a step back and tell them what the situation evokes, often with NPC reactions, such as "Everybody around you is crying at the sad scene" or "All the citizens flee in abject terror!".
I will sometimes tell a player how their character "should" feel about a certain situation, NPC, etc. But this ONLY happens when said player has a character that had a specific character trait that is relevant to the situation, NPC, etc. For example, I recently had a player with a character that has a disadvantage called "Hidebound". This disadvantage states that the character doesn't like new things, and reacts to "newness" and change at a -2. Now in GURPS, a player can make a Will roll for his/her character to resist their own disadvantages, but it is expected that a player will not do this often. In fact, if a player tries to resist their own disadvantage all the time, the GM can require that the character spend points to buy off the disadvantage (e.g., someone with the Addiction (Cigarette Smoking) disadvantage who continually makes will rolls to not smoke, eventually can be told by the GM, "Hey, you've kicked the habit! Buy off the disadvantage"). Anyway, the game I'm running involves the PCs getting access to a lot of new, high-tech gadgets. The one player whose character has Hidebound once stated, "I'm really loving all these new toys!" I told him, "No, you're not. Or at least the Hidebound disad on your character sheet says you shouldn't be liking all of this newfangled tech."
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However, even that is a bit wonky, in that the exact meaning of any of the five origins is rather a very loose concept. Does Natural mean "very skilled human" or "super alien?" Does Tech mean one who makes machines or one who IS a machine? Is a Magic character a caster or does he just have a magic sword? These are all questions which become relevant once you try to use origins for... Pretty much anything, really. Even SOs are questionable. After all, how many cybernetic eyes do I need to implant into my face before people start mistaking me for a bipedal insect? How many cybernetic hearts can I fit into my chest before my rib cage starts sounding like a kickin' drum beat?
Assumptions about a character are very dangerous in instances where specific characteristics and their implications are not set in stone. And in City of Heroes, no such thing exists.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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One thought just occurred to me after reading the entry message for the mission in the original post:
You never thought you'd see the day you had to take in one of Longbow's own. |
It's the old telephone conversation trope. "So what did you find out? Crey is stealing our brains? What's that? Repeat everything you say?" It's a cheeky way to avoid giving us first person dialogue, but much like Gordon Freeman, this does eventually begin to grate to the point where you HAVE to lampshade it, and once you start lampshading and parodying your own game, I start scowling and taking down notes for a large-scale rant.
But really - I wouldn't mind giving my character a voice via first person text. As I said before, I'd seriously rather have that than second person narration narrating my character's thoughts to me. If someone should be talking about my character's thoughts, it should be him.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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One thought just occurred to me after reading the entry message for the mission in the original post:
I'd really rather prefer this were in the first person, as said by my character (even if it's not technically true to his character) than this. And I now realise why - because I wouldn't mind giving my character a "voice," as it were. Have you noticed that throughout the entire game, we're essentially silent protagonists? We're assumed to be saying things, but none of that ever seems to come out in print. It's the old telephone conversation trope. "So what did you find out? Crey is stealing our brains? What's that? Repeat everything you say?" It's a cheeky way to avoid giving us first person dialogue, but much like Gordon Freeman, this does eventually begin to grate to the point where you HAVE to lampshade it, and once you start lampshading and parodying your own game, I start scowling and taking down notes for a large-scale rant. But really - I wouldn't mind giving my character a voice via first person text. As I said before, I'd seriously rather have that than second person narration narrating my character's thoughts to me. If someone should be talking about my character's thoughts, it should be him. |
I'd actually like that more often. Tip missions though would be better with a lot of ambiguity behind your choices, or at least have it given you might not be doing the things you do because of the one reason the writer in question thought up.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Sam, second-person narrative is a staple of RPGs. I don't know how they do it in whatever language you speak, but in English, it's done this way. It always has been and always will.
For example, if I am DMing a session of D&D and you're one of the players, and I'm describing a scene to you I don't say to you: "As I enter the tomb, I feel the temperature drop precipitously around me."
No, I say to you instead: "As you enter the tomb, you feel the temperature drop precipitously around you."
The first implies I'm talking about myself. The second implies I'm talking about you.
There is nothing wrong with the pronoun use in the tip missions. If it was done your way in the first person, I'd be wondering who the mysterious "I" was and why I was doing his stuff.
This thread isn't to complain. Heavens knows I've done enough complaining, especially about writing, to last me a good long while. Instead, I think I've identified a single central flaw in the very core of the writing done for Tip missions as a whole, which propagates and corrupts them as a whole. Let me explain.
Tip mission briefings appear to have been written in the first person, and then personal pronouns swapped from I/my/mine to you/your/yours. I'm serious. Look at a tip mission some time and try reading it as though it's written in the first person. In fact, let me give you an example.
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So why is this a problem? Didn't I just describe how well it sounds? Well, this is problematic for a few reasons:
1. The language is stiff. I'm not a native speaker of English, so I may be biassed, but I've almost never read or hear expressions like "you feel" or "you think" outside of questions. It feels forced - as I said, like a word swap. This simply isn't how people speak, and it just sounds bad.
2. It's telling us what we think. A cardinal rule of writing for other people is to not encroach on their own minds, beliefs and opinions. "You think," "you believe" and "you feel" are simply not things you use. Whenever a game writer uses one of these, he needs to back up and rephrase.
3. It's a kludge. Reading this, I can almost tell their writer was trying to present a situation where we're given two options for how we feel and we're supposed to pick one, but the writer has decided not to write words into our mouths and in so doing tied his own hands. You can't have it both ways. If it's a question of what we feel and what we think, say it in our own words. If it's not in our own words, then stop assuming.
I know that writing for morality is a tough task, especially when you have to reach into the core of a character and really play off said character's innermost feelings. However, this is not the right way to do it. I know some people might feel a bit offput if they suddenly saw their characters verbalise their own morality, especially if it's wrong or inappropriately worded, but I get the sense that this is one of very few possible options. It's not ideal in terms of personal freedom, but so long as a choice exists (including the "Dismiss Contact" choice), then players shouldn't feel pressured into accepting the game's interpretation of their internal monologue.
The only other option, realistically speaking, is what I like to call "obvious narrative," in that the narrative presents you with only a select few apparently obvious choices and allows you to pick between them with nary an explanation of why YOU would care. I've both used this before and seen it used before to great effect. It's when the narrative tells you "The next logical step would be to..." It doesn't have to be logical to your character's particular mentality, so long as it's logical in a general sense, and so long as choice exists. And said choice could be morally and ethically challenged, but so long as it doesn't tell you WHY you are picking either option, it does not encroach on concept. The easy example is the conundrum between going after the bad guy or saving the civilians.
Of course, this then raises the Venture problem of tossing a character an idiot ball by presenting a wrong path forward as "obvious" or "logical" when a genre savvy player might have spotted the implications from a mile away. As I said, there are downsides to every approach, but I firmly believe that a writer needs to pick one approach and stick with it. Trying to straddle multiple writing styles while cherrypicking elements just leads to a mutant narrative that never feels quite right.