Player Interaction
/When coming together to play RPGs, regardless of system, one of the key aspects is player interaction. Playing an RPG is a social game where talking and working with the other players and GM is the focus. Concentrating on how social interactions are supported by the system or expected to support the setting can help you improve your play and make the game more enjoyable for you and your fellow players.
The majority of games focus on player-on-player interactions with completely separate characters. Examples from games we've played on Technical Difficulties include MonsterHearts and Call of Cthulhu. In these games, the player only plays their Player Character and nothing else. Everyone else is one of the GM's NPCs. When players interact, it is a one-on-one conversation. In these games, the focus needs to be on who you are as a character and how that drives your interactions with others. For example, in The Wives of March, as Pepsi, I was interacting with NPCs, Laura's, and Rachel's characters. So how I formed Pepsi was entirely based on my mental image of him and I had complete freedom in how I interpreted my character. I wrote his backstory with his club before the game began from a prompt that he was a friend of Country Large, but as in the midst of play I formed how I was a friend of Country’s and the lengths I would go to help him. Pepsi’s decision to help him was made in part due to his friendship but also the personality trait of wanting to help people that had developed in the course of the game.
Similarly, with MonsterHearts J.J was fully developed as a character before we began. His relationships with Catrin and Neko served to illustrate some of his reserve, as well as aided character development by helping free him of some of his loneliness. He was influenced by his relationships with Catrin and Neko, but in the end he was my character. He grew to love his friends and their camaraderie made for an amazing campaign. Think about not only what they would say, but why they would say it. What kind of a person they are on the inside is just as important as their actions.
There are some games where there are two characters associated with one player, but another player pilots the second character. Two systems that tackle this are Better Angels (coming soon!) & Monsters and Other Childish Things . In MAOCT for example, the player creates both the monster and the child, but the player only controls the child for social scenes. While they control the monster in combat, in social sequences the monster is controlled by another player. This allows for an easier means of interactions, as the player isn’t controlling two characters at once. It also allows for more genuine interaction by giving the player a foil, but it also means entrusting that character to another person. The other player starts with a description of the character, but then makes them their own within these parameters. For example, Aaron started with Laura’s description of Jak-Jak as a puppy, and then imbued him with curiosity and energy.
In our No Soul Left Behind campaign in the Better Angels system, however, the two characters (a supervillain and their attached demon) are created by two separate people. The demon is created completely divorced from their chosen player character and the controlling player has free reign to design them. This can be both a help and a hinderance. My character’s demon is being played by Adam — he’s doing an amazing job with pushing my character’s buttons and opening avenues to show his pettiness and ability to be evil in spite of himself. Meanwhile, I’m the demon for Laura’s character, and I’m having a lot harder time. I’m trying to push her character to do bad things and nothing has worked thus far. At first I went too hard, trying to convince her to steal laptops for a student’s help. Then I tried to go for something that felt more possible for her to do, set a fire as a distraction, but that didn’t work either. I think part of it might be her trying to show that her character is trying to resist the demon, but it’s frustrating from my perspective because it feels like I’m being ineffective while other players are having much more success. That’s not true, though; it’s how she’s portraying the character, and eventually when she’s desperate for dots in her sinful stats she’ll need to give in, which will make the earlier resistance all the more powerful. Don’t be discouraged by things that feel like failures, because they usually aren’t. Even if it is a failure, it’s a learning experience to be better for the future.
Another side of the ‘multiple characters for one player’ are games where the other player controls NPCs, such as in Red Markets and Delta Green. These NPCs are usually relegated to scenes of home life at the start of the session and may be referenced later. The vignette system in both games has another player control the PC’s friends and family. These are usually shorter scenes that serve as establishing who the PC is. Like with the monsters in MAOCT, these NPCs are designed by the player but fleshed out by the second player. Part of what made the Reformers such memorable characters is their NPCs; Pixie’s relationship with Sarge, Freebird’s relationship with his son, and Elder’s relationship with Jesse all showed sides of the PCs that aren’t shown in the battlefield. Delta Green uses these relationships as fuel for their survival, allowing the player to sacrifice the relationship to save themselves. If they survive, this affects later vignettes, and they’ll have to spend valuable time repairing relationships instead of bettering stats or restoring SAN. But without their dependents, they might not be able to survive that SAN damage in later games.
So the next time you’re at the table, think of what system you’re playing and what type of player interaction it uses. By being cognizant of this you can see how you play, you can see what’s successful, and what you can improve upon. And perhaps knowing how you interact with other players might help you interact with people in daily life.