Alright, I can't sleep and finals are kicking my head around, so I'll drop some more text here. Posting objective tonight:
constructive discussion on "player integration and preference sharing in role-playing games." You guys can blame Economics for that one. We'll start with the bad and work out way to the good, just like I was always taught. Destruction before Construction. And if I am falsely representing anyone or their character, apologies all around.
Harley Logan:
Your claims that Harley failed to impress anything on anyone tells me you're either saying that to downplay the interactions that have gone on or simply not paying attention to all the dialogue and monologue presented. If you don't buy that, then check the "Cast" postings. in a week, I'm already at almost half as many posts as the highest poster who's been posting for a month.
Impetus:
It may help to take it as a good sign that we're all fiery and emotional about this game, many here have said that it's the best online game they've ever been in (myself included) and perhaps we were getting all defensive out of a desire not to see it turn into blame and flame.
It's worth noting that some of us have garnered a lot of posts here in OOC discussing these things. Before the posting rate was about once or twice a day since we don't want to leave anyone behind.
Really, the thing that leaves me scratching my head is how vehemently you're defending your character. I mean, IC your character has been around us for all of two hours. Given a few days IC the other PCs should all be a bit more comfortable and willing to take the speeches and attitude for what it is. Why get so worked up?
Harley Logan:
if that's the case, then mission accomplished. the main reason I always loved Aberrant was because it allowed exploration into unexplored areas, but an open mind is the first prerequisite. since there's no way to force open a mind sealed shut with preconceived ideas I'll let the group get back to their warm fuzzy fantasies about being super-nova gods without raining on the parade.
And this is probably what's produced some of the discomfort.
By implication you accuse us of not exploring the unexplored and being closed-minded, even as we try to offer constructive advice and explain why your character has come into conflict with some of ours. Coming into our game with the stated and express intent of "changing it" or "being unpredictable" when we like what we have built irks ... well, me at least. The process of teasing out player tastes and preferences is a long one, and when we've found what we like in a game and you arrive intent on changing it, it begs the question of why you aren't interested in taking some lumps and disclosing your tastes and preferences over time with the rest of us.
As long as we're being honest, I'll admit that your total lack of capitalization at the beginning of sentences and your constant mixing up of certain things (calling "Dr. Zero" by "Nero" for example) hasn't instilled confidence. We're a bit loose about that sort of thing here, it is true, but it impacts readability. And when I am enjoying a game and then a new player arrives with new ideas to change things, those little things influence me to doubt.
Group Dynamic
The subject of cliques raised earlier is illustrative of the group dynamic we're trying to protect: I'd say it is probably a hasty generalization to suggest that we're behaving like a clique at this point. Each of the PCs came to Utopia with similar objectives, and the general lack of confrontational personalities combined with common ground led to swift bonding. We were also made to train hard alongside each other and, thanks to Utopia, we were shown bluntly that we are
not human and may in fact be creatures altogether different from humans. Alone. That forced us closer together. Even the Doctor, who is undeniably weird and alien in his outlook, shows genuine concern for his team-mates by the weekend. (Perhaps creepily, it seems almost the most concerned about preserving its new family.)
It's also fair to say that the players all got along quickly because almost all of us were recruited out of the Exalted boards over at White Wolf and so have some similar interests and backgrounds. We picked a premise, agreed on it quickly, and got along swimmingly. Exalted tends to emphasize overwhelming power and its impact on the world, which makes the transition to Aberrant as a medium of exploring overwhelming power simple. I've never wanted Exalted modern because Aberrant always seemed to be that game.
When Harley arrives, he arrives in the middle of the action. He's an outsider, so we're cautious at first. It doesn't help that he arrives in the middle of some chaos, with Comstock inadvertently drawing out Dr. Zero's ire by playing around with new powers he doesn't understand and simultaneously hurting Phantasm by reminding her of past trauma. But Harley still gets welcomes from over half the team as we rush to eat breakfast and get ready for some hard scheduled training. That's the group dynamic in action there: most of our characters want to get along together.
Harley follows this up with bad-boy behavior, familiar speech, and trying to get out for a drink when something serious is going on. This is the classic, textbook bad first impression. With a lot of these things, it looks like Harley doesn't even know any better.
Let's summarize those points against Harley:
1. Outsider.
2. Arrives at a busy time, so can't integrate as readily. (the Wrong Venue problem)
3. Others are stressed by out of the ordinary event that occurred immediately prior to his arrival. We're not in the best of moods.
4. Displays anti-authority and addictive behavioral traits.
5. Engages strangers in an overly familiar way.
6. Enters into direct and wordy conflict with authority figure (Frostburn).
7. Enters into direct, wordy, and violent conflict with fellow teammate (Dr. Zero).
8. (With Dr. Zero only) Second guesses the Doctor's medical expertise by looking in on his patient while he's
right there.
Now, Zero isn't totally innocent here: it witnesses Harley's anti-social behaviors and disregard for authority, and it reacts with hostility. It could be argued that Comstock's little stunt left the Doctor irritable already, but that's probably bullshit: Zero just doesn't want to deal with some young punk that doesn't want to play ball. His suspicion is hiked up to eleven. Harley is showing all the signs of an iconoclast that might tear down the promise of Utopia. So when Harley earns points against him, Zero starts hazing. 'Just quit.' 'Get out.' 'Don't belong.'
Zero doesn't have to haze Harley. But it's also not fair to say that Zero has no reason to haze Harley.
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Story time. Skip ahead if it's TL:DR. But I think it's relevant and amusing, which makes it double awesome to share.
I've been at this a number of years and seen things like this handled well and things like this handled poorly. I -REALLY- appreciate your stated willingness to work this kind of thing out. The last time this sort of thing came up in my experience, it was in Exalted when a Twilight Caste coward (Valor 1) in one of my games used the 'Daiklave of Lushan' to kill a Dragon-Blood. It was an item them found in some wrecked armory in Marama's Fell, buried and still in its ornate case. Lushan styled himself a merciful Solar in the First Age, so his 'daiklave' was really a heavy, blunt piece of metal shaped somewhat like a daiklave for aesthetic purposes. Like Thor's own Hammer, the daiklave discharged 20B (Piercing) extra damage once per seven ticks on a successful hit as it's hidden essence capacitors would discharge a crack of thunder and then recharge. This was a 'merciful,' non-lethal dispatch for slaves and subordinates who knew not what they did. We handled it as a second hit for any rules-buffs curious.
Anyway, the Dragon-Blood in question was bought with the Enemy Flaw and was a shikari of the Wyld Hunt that had killed the Twilight PC's extended family and driven him from his home in the character's backstory. So the PC wanted revenge. The PCs had just subdued and disarmed the last of the Wyld hunt with the help of some barbarians, and now that the battle was over the Twilight PC decided it was his moment and he would kill the bad guy. So the relatively restrained, well-meaning and timid PC boldly strides out intent on justice. So far, so good. Everyone at the table understands, both IC and OOC, and no one makes a move to stop him.
Unfortunately, the Twilight PC decided to decapitate his enemy. And not with a handy sword or hatchet, but with his club-daiklave that stuns with lightning. The whole table exchanges looks. After being questioned to be sure that he understood what he was declaring and cautioned three times that because his character was relatively low strength this would entail a brutal process of beating at the man's neck and torso until the head came free, a horrifying act of brutality, he insists that this is exactly what he wants to do. Smoldering, electrocuted body on the snow and everything.
I allowed it, thinking it was character development. He'd had enough warning that this would earn a reaction. Except that the player then became angry that the barbarians and his fellow circle-mates treated him as though he'd done something wrong. And not just in-character. Out of character. The
player became defensive and angry that anyone would question what he did or suggest it was maybe a bit shocking, brutal, or unbecoming. The rest of the Circle, including the Zenith with Appearance 6 (hearthstone) and excellencies, tried to broach the issue IC, hoping to talk about it or provide a theraputic shoulder. Twilight PC lashed out at them and became ultra-defensive. They had
no reason to even be bringing this up. And it was the great curse at work except that it wasn't he was totally in control. *boggle*
It was the beginning of some very weird events with that player that led to him being ejected from the game, but the one thing everyone could agree upon was this: his character was getting along fine and the event should have been a great opportunity for character development. It was cool, full of hubris, and somehow appropriate to the flavor of Exalted. But the player would not talk things over with the other players or acknowledge they were in any way right. Twilight PC was 'Lawful Good.' The player apparently just expected everyone to buy whatever he said about his character as gospel, and if he said that his character was right and people should love him then who the hell were the other players to tell him otherwise?
< / story time>
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Harley, please don't be insulted by my story. You don't hold a candle to the player in the above story. Among other things, you can spell and came to the table with an intent to work with everyone. (May I again repeat much I appreciate that?) You are also apparently handsome and socially able enough to have produced offspring. But the story has a point:
In-Character Actions have In-Character Consequences ... and in general, Consequences are awesome. A player who avoids IC consequences for their character, justifying everything or denying reasoned argument, causes problems.
Here in OOC I think we've all tried to be clear that IC conflict isn't a problem so long as it's understood that there are IC consequences. After the division into sub-teams, Dr. Zero even seemed enthused at the prospect of potential conflict ...
Dr. Zero:
And a lot of fun. ;)
... Direct quotation. He wants to be the weird, suspicious and creepy guy. It's not a problem, it's a feature! Later, when Comstock is turning to Quentin for advice about new power manifestation, it will give Dr. Zero something else to be sad about or confront Comstock about or otherwise create interaction. If Harley and Zero hate each other, that is a meaningful, playable relationship ... and that's good!
Embrace consequences. They're fun. If Harley's PTSD gets in the way of things and he gets chewed out that gives you opportunity to explore that PTSD. Confront it, overcome it, sidestep it, etc. If Harley has pissed off everyone ... great! Call it a good day's work, finish up the scene, and enjoy the plot arc of overcoming a terrible first impression. Don't let IC events complicate OOC interactions. Comstock may want to twist Harley into a pretzel, but I the player may actually like the idea of adding a trouble-making son-of-a-bitch to the team.
So what do I think Harley brings to the table:
1. The Loner Archetype and all it brings with it. In genre literature every team needs a lancer, someone facing South, someone willing to buck authority. Done responsibly, this livens things up and brings new energy in.
2. Professional spook. Harley has deployed spines, wings, tendrils, and more, all conjured up from his suit, and seems to enjoy sneaking up and taking guys down. I don't think we have anyone like that on the team just yet.
3. At the sound of an electrical discharge and crack of lightning, Harley
immediately leapt through the air and glided to the ground on eufiber wings in search of who knows what. That's a keenly honed instinct for heroism. Or at least getting into the thick of it.
4. "Where'd he learn that?" I seemed to say. Since I all I can't see the character's background, I can only speculate as to the traumatic past. And that's a good thing. Revealing backstory is something best done when it becomes relevant. Another traumatic backstory can be engaging and interesting provided it's the source of the character and not a replacement for it.
5. Righteousness. This could be considered part of the loner archetype, but I think it is distinct enough to bear mentioning. Harley thinks he's right and thinks he's right enough to launch into hot monologue at people he's just met. Even if he's wrong. You yourself, Harley, made the comparison to Rorschach, who is most definitely off his rocker and takes things too far
but still wants to do the right thing. That's a valuable trait from a storytelling perspective. I wouldn't expect everyone to just fall in line and believe Harley's right -- loners are not persuasive people, if they were they wouldn't be loners -- but that extremism can drive a story. If he comes around, he'd be a reliable ally in all things.
Just remember, even Rorschach needed people. He backed off and even admitted he was wrong when he pushed Dreiber too far. The scene remains compelling to me precisely because of how difficult it was for Rorschach to apologize.
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The best part? I think you know this already. I just like codifying the vague and using lists to communicate my understanding to others. Clears a lot of air. So if I come off preachy, I hope it was at least a good sermon. I am done and tired.
Edit: while I'm here, do we have a convention for in-character thoughts? I've been using the traditional italic, but some of the crew have taken to adding color to their thoughts. Should only speech have color?
Edit Edit: it looks like Rydi has posted while I was puttering about with this, and done many of my points justice. Groovy. Feel free to skip over some of my post, it did get to essay format, didn't it.
Edit Edit Edit: you stole my post 1300. Bastard!
Edit Edit Edit Edit:
Harley Logan:
no arguements here on any of this. I can appreciate the care and concern for the story. one of the main reasons I wanted in was that I really liked the dynamics and potential I saw forming up here and wanted to participate, but as I already told Rydi in a PM, the last thing I want to do is step on the rhythm or break the stride that the game has going for it. if it starts looking that way, then I'll gracefully bow out rather than be the one who screws it up.
I think we all appreciate it. That really answers a lot of my points above. Stick with us and we'll have a blast.