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Negative emotions and their role in RP
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@Pavel said in Negative emotions and their role in RP:
It requires a greater deal more OOC discussion and negotiation than, say, having a neutral or joyful family dinner RP might.
It’s a lot more work than people typically deal with, thus it can be fraught with difficulty when that work isn’t put in - and many of us simply don’t have the time anymore to sit down for a long conversation on limits, tastes, and needs when the alternative is so much easier.
This is a really good point. Playing someone who elicits these types of emotions REGULARLY takes a lot of work to do really well - and they bring something valuable to the game, I think. Someone who can drive social conflict while still being a good communicator, thoughtful player, and OOCly great person to hang around with can really bring a lot of life to a game.
Someone who drives social conflict WITHOUT those characteristics can drag a game way way down.
I find that the characters I best remember are often those who choose a ‘messy’ emotional path, but do so in a way that is nuanced, balanced, and considerate of their RP partners.
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@Pavel This is interesting and kind of a – connected but tangential thought to the original question. I also can’t play bad guys. I can do morally gray in specific cases, but in general I’m incapable of not playing a white hat. In some cases I’m just not good at it, but in others it just makes me feel icky. Glitch looks cool af, but I simply cannot play someone with murderous impulses.
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@farfalla said in Negative emotions and their role in RP:
Glitch looks cool af, but I simply cannot play someone with murderous impulses.
100% get this, and it’s why I splashed warnings. I honestly respect players who read them and know their limits.
I would playing with you again. But on a game where we’d both feel comfortable.
Someone will make one someday!
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@farfalla For me it’s less that I can’t play bad guys, but it takes time and trust to play them well with other people. I don’t have a lot of time these days, especially when I’m elbow-deep in revising for exams or whatever (mature-age student life, yo) so I don’t have the energy to sit down and have those kinds of conversations with every new person I’d have to have them with.
Communication is absolutely important and key to those kinds of roles, or any kind of role that will repeatedly and intentionally cause negative emotions in the people they’re playing with.
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@GF said in Negative emotions and their role in RP:
I try to limit negative emotions in my RP because the kind of RPer I am, I often have to access those emotions in some way to be able to portray them.
So this is why I can’t TS! I just can’t maintain a feeling of lust for long enough to portray it.
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@GF said in Negative emotions and their role in RP:
@GF said in Negative emotions and their role in RP:
I try to limit negative emotions in my RP because the kind of RPer I am, I often have to access those emotions in some way to be able to portray them.
So this is why I can’t TS! I just can’t maintain a feeling of lust for long enough to portray it.
I know your comment is tongue in cheek but it’s probably hard to maintain any emotion long enough for an entire scene.
Like if my character is angry, miserable, etc… in IC terms that might last for 10 minutes, but the scene OOC might go on for hours. I can’t stay angry all that time.
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@Arkandel said in Negative emotions and their role in RP:
I know your comment is tongue in cheek but it’s probably hard to maintain any emotion long enough for an entire scene.
Not at all. It’s a genuine revelation to me. I’ve been thinking a lot lately about my relationship to MUing, and this answers one of my questions about why I’m so bad at filling the roles I expect people to want of me.
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@GF said in Negative emotions and their role in RP:
I’m so bad at filling the roles I expect people to want of me.
Maybe that’s another reason. They’re roles you expect people want, rather than roles you want.
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@GF said in Negative emotions and their role in RP:
@Arkandel said in Negative emotions and their role in RP:
I know your comment is tongue in cheek but it’s probably hard to maintain any emotion long enough for an entire scene.
Not at all. It’s a genuine revelation to me. I’ve been thinking a lot lately about my relationship to MUing, and this answers one of my questions about why I’m so bad at filling the roles I expect people to want of me.
Think of it in terms of an actor playing a role. A single shoot, even in a single-take, can take a few minutes each time. But even a seasoned actor like, say, Jack Nickolson wouldn’t be able to channel Colonel Jessup in A Few Good Men for hours in a row - which is often how long scenes run - as he’d crack or just get emotionally numb.
Plus you need to function outside the scene, too. Once you close the window you may want to have dinner. Between poses you can go walk your dog or do the dishes. The commitment to the role isn’t supposed to be either complete or long-lasting.
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@Arkandel Yeah. Be Jack Nicholson, not Jared Leto.
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“Don’t be Jared Leto” is life advice everyone should follow.
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@Pyrephox it’s interesting! Knowing you as I do, I’d have no trouble playing the target of your anger. Indefinitely! Because you are established as someone who doesn’t have worrisome IC/OOC bleed through, and as someone who wants their RP partners to also be into it and having fun.
I get tired of rping anything for too long, but yeah. My sadness and angst fatigue gets real heavy, real quick. I still like playing it.
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@hellfrog That’s also another good point: doing ANYTHING, any sort of emotion, for too long gets boring. I like RPing negative emotions, but I can’t do just…anger for long. Or sadness. Or hate. Or even joy, or contentment.
I always want things to be moving forward, changing. Stagnation, emotional or plot-wise, is my kryptonite.
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@GF said in Negative emotions and their role in RP:
“Don’t be Jared Leto” is life advice everyone should follow.
Quoted for fucking truth, lol.
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Honestly, I don’t want to feel anything from my RP, aside from the contentment that I enjoyed my time doing that thing. I don’t want to be angry when my character is angry, nor orgasmic when my character is… you get the idea. I draw on experiences I’ve had to accurately portray the feelings, though, and that is what exhausts me most about negative emotion-prompting RP.
Not that I re-traumatise myself to play fearful, or anything that dramatic.
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@GF This is worth cross stitching on something.
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@Pavel said in Negative emotions and their role in RP:
Not that I re-traumatise myself to play fearful, or anything that dramatic.
In my opinion immersion in RP should be similar to watching a movie. It’s fine to feel things while doing it. You watch a dramatic scene and you might cry, you might inject yourself into the story for a romantic confession, feel your heart beating faster during an action sequence, cringe when the protagonist makes a fool of themselves, etc.
But once the credits roll, or if you pause to grab some more popcorn… that’s it. It’s not healthy otherwise.
All that said, there are accepted side-effects of movies that we’re all aware of. Having nightmares after a horror flick, for example. So it’s not like it’s abnormal to ‘let’ things affect you after something’s over.
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To me, whether negative emotions should be built upon goes hand in hand with what tone you’re striking for a story and a game in general.
Of all the things I’ve struggled with while running a game, I think tone is one I never feel I’ve gotten exactly right. Which is more to say that it’s so personalized that it’s incredibly hard to get it right all the time for everyone, and you can’t really do it. Some people are just going to be completely incompatible with the right tone of a story or even a game, and you can try to minimize it by having something be as obvious as possible so people can self-select out of it, but it’s so very easy to accidentally do something that flatlines the fun someone would have on a game by hitting the wrong note.
And what makes this hard to talk about is the degree matters. A lot. The degree is everything. Someone that feels a little spike of annoyance at an NPC is vastly different from someone feeling like bone deep loathing. Someone feeling disappointed or frustrated is just different from someone feeling crushed or devastated. And it can be super hard for people to hit the right point of just enough to get someone engaged without too much and really knocking them flat.
I do like content warnings in general, however they might get dragged for being oversensitive or adding too many barriers for engagement, but they aren’t a catch all either. Someone that thinks they are okay with something in the general sense, can really, really not be okay with a very harsh presentation of the same vibe.
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@WhiteRaven good shit, good shit