Posts Tagged ‘character advocacy

12
Jun
11

Microscope: zooming in on emotion

So, I’m a big fan of Character Advocacy in roleplaying games. Advocacy is, simply put, a mode of play where each player (excepting, sometimes, a Gamemaster) has responsibility and authority over a single character, and is tasked to represent the interests of that character in play. It’s important because if, when encountering fictional adversity, the character has no advocate, the outcome can feel flat: triumphs too easily won, tragedies handed down from on high. When we only produce something we all agree to, then nothing can surprise and challenge us. Advocating for a character is a powerful way to ensure that the character’s victories are earned, that their suffering has weight. In short, to ensure that their story matters to us.

So how can you enable that kind of investment in the absence of character advocacy?

Well, I played a wonderful game called Microscope with some friends, including its creator, Ben Robbins. Microscope is a game of epic histories, where players together construct a timeline of large-scale events then zoom in, playing out the individual scenes of the human activity that shaped the course of history. It’s a very top-down, globally thinking game that almost uses the lives of individual characters as pawns in the service of an overarching narrative.

And yet I found that Microscope helped us produce some very affecting, emotionally invested fiction? Why is that?

Continue reading ‘Microscope: zooming in on emotion’

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21
Dec
09

Advocacy by the Throat

Juilan Michels, creator of the Open Circle Story method for storyjamming, asked me to write about my thoughts on “character advocacy and suspense,” following a conversation we were having in person. Julian’s said in the past, “I don’t advocate for the character, I advocate for the story.” I’d like to dig into how I feel about that. And what does it have to do with suspense, anyway?

The basics: Character Advocacy is discussed by Jesse Burneko on his blog Play Passionately, and is about a player representing the fictional interests of a particular protagonist, where another player (“Gamemaster,” usually) is responsible for creating adversity and challenging those interests. In a sense this is merely the central and often unexamined tenet of roleplaying for decades—”the GM plays the world, the players control what their characters do and say.”

But for Story Now play there must be a particular focus: a player who advocates for a Protagonist must be free and willing to address problematic human issues through the lens of that character. It’s that player’s job to show us who that character is under pressure.

So why is Character Advocacy so important? Can’t you, as Julian says, “advocate for the story?” It’s collaborative storytelling; surely we’re all mature and sophisticated enough to shed these archaic character-ownership notions and just make story together…right? Continue reading ‘Advocacy by the Throat’




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