Easy Role Playing Site
Some Ideas to Consider to Promote Character Aliveness in FateRole
The list below contains ideas that the author
has from time to time found useful
in supporting character aliveness in
FateRole.
Not all the ideas will be useful in every situation.
Please use them only to whatever extent they are useful to you.
GM, the Scenario & the World
- Create the world and the scenario to fit the character.
- Make the opportunity appropriate to the character.
- From time to time provide the character with difficult situations
and character defining choices.
GM & the Player's Character(s)
- Do not restrict the definition of the character.
- Do not restrict what the character tries to do.
- Ask a few questions about the character at the start of the game
if you feel that would be useful.
GM Generally
- Avoid actions that distract from roleplaying.
E.g. avoid trying to outsmart the player or praising/blaming the player.
Player
and the Player's Character
- Play a character that is natural for you.
- Be in touch with your character.
E.g. be aware of your characters desires, concerns, deeply felt experiences, ...
- Convert non-roleplaying thoughts & feelings into role playing ones.
Player Generally
- Avoid activities that distract from role playing.
E.g. avoid trying to win (as player), praising/blaming the GM,
trying to outsmart the GM.
© 1999 George Woolley
ACKNOWLEDGEMENTS
This list has it's origins in discussions in
A&E including:
- Ian Straus' list and discussion of Factors Contributing to Role Playing
(A&E #105)
- John Prenis' discussion of What Makes a Character Live
(A&E #109).
- George & Jonathan Woolley's Guidelines for Character Aliveness
(A&E #112).
- comments by many A&Eers on the Guidelines to Character Aliveness
after they were republished in A&E #288.
FateRole was originally defined by:
- George & Jonathan Woolley in a zine entitled "FATE-ROLE"
(A&E #100).