Wednesday, July 23, 2008

Six Character Theory Pt 2

I've gotten lots of feedback on this still, and the common questions are "What character is [Insert TV Personality or My Favorite PC Here] To a certain extent, that defeats the point of why I posted it. I meant it to be a pro-active post, as opposed to reactive. However, I should have suspected that people would treat it like it was awesome and try to apply it, even if they were having a perfectly good time in their game with their PC as is. So, in an effort to get everyone in in the awesomeness of thinking just a little bit more like Mitchell, here's a few examples to feed the ever growing hunger and need to have a label put on things!

Let's go with some of your basic gaming scenarios.

The tried and true "everyone is in an inn drinking when a mysterious stranger implores all the noble adventurers for help against a wicked, evil force" in your Tolkien Style Dungeon XP and Gold Coins Adventure.

The Hero: starts putting on their armor and weapons, getting ready whether people are with them or not. They then rally anyone who does not wish to go with a passionate, noble speech.
The Enablers: Ask the Stranger for details on the wicked evil force.
The Narrator: Warns the party that this force is not as simple to defeat as the Stranger says.
The Foil: States that the Narrators and Heros plan is foolish and that the party should go with their approach. Or they ask the stranger what the reward is, and refuse for the party when it is too low.
The Monkeywrench: Seeing danger ahead, gets himself good and drunk to prepare.
The Nevish: has to be dragged kicking and screaming because they have an ability that will help the quest.

Or, to use a politico example in everyones favorite "Yelling Vampires: The Bad Outfits" game. The Prince of the City is finally challenged for his decadence and security lapses by the Hero, who attempts a very gauche coup in the middle of Vampiric sacred ground.

The Hero: Stands tall after his monologue, ready to face the consequences, even if they mean death.
The Enablers: Distract the Princes cronies, block his escape, and prepare their magic powers to protect their friend.
The Narrator: Has already let the Hero know that they may die in this action, but that doesn't mean it does not need to be done. They provide the Hero the Princes Dark Secret to use should the going get rough.
The Foil: Take this opportunity to take out a few of his Court rivals who support the Prince and blame it on the Hero and Enablers later.
The Monkeywrench: Tries to attack the Prince directly in support, and in turn gets captured and has their life turned into a bargaining chip.
The Nevish: Sees things get out of hand and hides in the corner hoping its all over soon.


And lets say you're playing Magical Samurai in The Land Of Epic Yet Mediocre Fanfiction. The battlefield lines have been drawn, as the Daimyos of the two rival clans make one final parley before the bloodshed begins, and the PCs watch from their regiment.

The Hero: finally comes to peace with his distant father, and draws the katana he swore he would never use for the first time.
The Enablers: Make offerings to the ancestors and Shinto spirits to bless the battle, and if possible, profess their love for one another before it is too late.
The Narrator: Rallies the peasant soldiers as the noble samurai make their own preparations, understanding that every man fears death and needs to know they are not alone.
The Foil: Convinces the Monkeywrench to fire the first shot in hopes that the Daimyo will be caught off guard...the Foil is next in line for the job of course.
The Monkeywrench: Tries to be a big hero, and fire the first arrow, throwing all the planned strategy into chaos.
The Nevish: is busy trying to figure out how to fit a second set of armour over their first one.

I'll post more of these if people like them, but I think people maybe starting to get the point.

Anyways, I is off.

-M

4 comments:

Anonymous said...

The Monkeywrench: Tries to be a big hero, and fire the first arrow, throwing all the planned strategy into chaos.

Also known as the Leeroy...

kisekileia said...

I think I tend to play mostly Enablers, partly because I'm afraid of conflict.

Anonymous said...

The one issue I have is that the line between Monkeywrench and Foil is actually fairly permeable in long-form games.

I have come to love the term "bad-ass decay" as it explains very well what can happen with a recurring foil who gets beaten down mentally and emotionally by the hero over time.

The other classic D&D monkeywrench is the barbarian who kicks in the trapped door every time and/or calls the lich a "magic wielding weakling".

In many D&D parties this is as close to a full foil as the game can provide, as the classic 4 peson mob is.

Fighter-Hero
Cleric-Enabler
Wizard-Narrator
Theif-Nevish

5th characters usually do the secondary hitter foil-monkeywrench route.

4th ed breaks this down, but 4th ed actually explains party roles as a function of the game, and increases the status of Theives immensely.

Anonymous said...

Nice, this is good stuff, I find myself playing the foil more often these days.