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2002 - Gestalt personalities: a quick sketch about quick sketches

by Hawke Robinson published Apr 17, 2012 09:35 AM, last modified Sep 17, 2015 06:39 AM
Rogers, Brian (2002, November 29). Gestalt personalities: a quick sketch about quick sketches. Pyramid (online) <http://www.sjgames.com/pyramid/login/article.html?id=3132>. 2 pages.

http://www.sjgames.com/pyramid/login/article.html?id=3132 Requires Login.

Even after creating account, get message "You're not cleared for that". Sheesh.

Also can't find in their internal search. They also have their robots.txt setup to deny archive.org archival access. A real shame to be so closed to sharing thoughts and ideas electronically in this modern century.

Snippet found here:

Gestalt Personalities

A Quick Sketch About Quick Sketches

by Brian Rogers

It's the first session of the new game, and no one knows how they should react to one another. Players with reams of character history are trying to force a realized conception of their PC through the plot, while those "just winging it" are floundering for a character hook. The game feels forced, unsure and not nearly as much fun as it should be. If this is a problem you have, how about taking a look at other serial fictions?

Super hero comics are serial fiction. So are TV shows and pulp magazines. So are roleplaying games.

The defining aspect of serial fiction is short installments which don't fully flesh out characters in the first, or even the first dozen, parts. We don’t know everything about Worf in the first episode of Star Trek: The Next Generation, or learn all Ham's secrets by the end of "The Man of Bronze," the first Doc Savage tale. The story is 144 panels, a few thousand words, forty-four minutes after commercials, or a four-hour game session. We haven't time for deep understanding of any character. What we do learn is how they interact with each other, which is hopefully enough to keep us interested.

Even though we players can design every aspect of our character before play, at the end of the first session all the other players know about your PCs is how they interact with him. Hopefully that's enough to keep them interested. Hopefully, everyone's character personalities interact . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information, and to get rest of article.


Article publication date: November 29, 2002

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