Mismatches
Monday, November 4th, 2002This week’s Game WISH is a universal problem: how do you handle a character whose abilities are a severe mismatch with yours?
Obviously, if it’s governed purely by the dice, it doesn’t matter that much. I couldn’t lug a hundred-pound pack around for days at a time, but my character might be able to. No problem there. (Actually, come to think of it, I don’t think many of my current characters could either. Juskinah, and, er, I think that’s all.)
The issues arise with intellectual, emotional, and social attributes and skills. Intelligence. Wisdom. Charisma. Bribery, diplomacy, intimidation, and so on.
I hesitate to offer the “only play characters within your own abilities” solution. It’s too limiting. Part of the point of RPGing is to get outside yourself.
When the problem is that a character’s stat or skill is too low for easy playing, my solution is to be as specific as possible about why and how that skill is low. Rat’s lousy Charisma stems from two root causes: being the size of a child and therefore easy to ignore, and a tendency not to think about her mode of expression before speaking. She isn’t otherwise hateful or noisome, which gives me plenty of room to play her without feeling hemmed in by the Charisma score.
When the problem is that the character is enormously more talented than I in some area—I don’t GM, but if I did I think my rule would be “you have to try.” If your character can swindle a baby away from its parent, you’re going to have to play out a couple of attempted cons. Sure, the GM should help a bit when a player gets into difficulties that the character presumably wouldn’t—but pointing to a stat on a piece of paper and saying “I win, ’cuz my character has twelve ranks in Bluff” is boring, boring, boring roleplaying.
Again, I think it helps to be specific about a character’s traits and skillset, particularly with the broader trait scores. Shams’s high Intelligence score derives from a phenomenal memory and verbal talent, not from book-learning. Afletana’s high Wisdom points at a talent for figuring out others, but doesn’t preclude a lamentable blindness about her own sweet self.
A consistent, pulled-together character is important. “Grab-bag” characters with strengths in all the useful stats and weaknesses where they don’t matter ought to get a serious fisheye from a discerning GM. If the player can’t provide a context for—or worse, flatly refuses to roleplay appropriately—the super-useful stuff, I see no problem with the GM simply disallowing it. Spend the points elsewhere.
When I slip, in either direction, I appreciate a hard look and an “Are you sure?” from the GM. The GMs I have known could in general do a lot more to promote roleplaying than they do. Unfortunately, they have so much to deal with that it’s easy for them to let players get lazy.