Note that this is the player version to identify themselves. The GM gets more tips on how to cater to these core engagements.
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Expression
In medieval fantasy role-playing games, expression usually
takes form in two ways: Expression through Acting and Expression through Creation.
Many folks often refer to Expression through Acting as “role-playing”,
which is a bit of a misnomer. Being able to act and voice your character, while
helpful, isn’t mandatory to good role-play. Choosing and describing actions
which are appropriate in a given context can constitute good role-playing
without the player needing to voice or act out what his character says. That
being said, a bit of good acting can bring a lot of entertainment to the table
and may be appreciated by all present if done well.
Expression through creation taps into the player’s
creativity and desire to write stories, create characters, and participate in
the creation of the narrative. Character creation can be a lot of fun for
creative minds. Some folk enjoy creating characters which are both extremely competent
using the game’s mechanics yet unique in concept and full of flavour; form and
function in perfect unison. Or just form or just function. It depends on what
type of car you like to drive, so to speak; flashy or practical or some
combination of both. Some GMs and systems allow the players to have some
participation in the creation of the narrative by creating a custom race,
faction, nation or culture which their characters hail from.
Also of worthy mention: Self-discovery. Sometimes GMs place
their players in issues of moral quandaries where there are different points of
view and lots of grey areas. In order to make a decision in these situations,
the players may learn a little bit about what they themselves truly value, and
this can be enjoyable. It’s almost like taking a personality test. Some
consider this “self-discovery” as a form of discovery. However, in the spirit
of the original research article which listed the 8 core engagements (called “aesthetics
of play” in the article), we’re mentioning self-discovery as a form of
expression instead. Which category self-discovery falls into doesn’t really
matter though.
How do I know if I’m
an expression-seeking player?
If you’ve played role-playing games before and make an
effort to emulate the voice and way of speaking of the character you are playing,
you’ve got a bit of an actor in you. Or at least you desire to be. Don’t worry,
everyone gets better with practice. ;)
If you enjoyed watching voice actors play D&D in
Critical Role, you’ve probably gained an appreciation for expression through
acting. Just don’t expect your poor GM to be able to match the voice acting
skills of a professional voice actor like Matthew Mercer!
The desire for expression through acting is not really met
through computer and board games very well. Some games do try to cater for this
form of expression such as the varied voiced responses players can choose in
modern CRPGs such as Dragon Age, Mass Effect, Deus Ex and even in the Telltale
games. Role-playing games which feature a lot of morally-grey choices and
consequence for those choices may be popular with expression-seeking players.
We think. Maybe.
If you’ve made far more characters than you could ever play,
you probably enjoy the process of creation. Players who seek expression through
creation often find themselves wanting to be GMs rather than players. The need
for expression through creation leads to the creation of original “homebrew”
settings rather than rely on established settings, as well as other “homebrew”
worlds, rules and even character classes.
Some of the games which players who seek expression through
creation include Path of Exile, Fable 2/3, Robocraft, Kerbal Space Program, and
of course Minecraft.
Narrative seeking players often engage in the same
activities as the player who desires expression through acting. In order to
carry the narrative, interaction with NPCs is usually quite important. The
difference is that the player who desires expression through acting enjoys the
interaction itself as it is an opportunity for acting and flair, whereas for
the narrative seeking player the interaction is a means to end. The narrative
seeking players are willing to endure
some acting (and often end up learning to appreciate some expression through
acting) in order to carry the narrative which they crave.
Players who appreciate narrative sometimes play as a
character from (or a character which is heavily influenced by) another source
such as their favourite novel, movie or TV show. In contrast, players who seek
expression through creation want to create something new and different. While
some inspiration can be drawn from various sources, they would want their
creations to be wholly their own.
Conflicts: Fellowship
Fellowship players enjoy a spirit of camaraderie and
co-operation in their games. While they can be normally easy to please, players
who enjoy expression through acting can drive fellowship players crazy when
they play fiercely independent and stubborn characters. Lone wolves and unique
beautiful butterflies are anathema to fellowship players.
Specific advice for
expression seeking players: If you create a character that is not always
co-operative and sociable, it may be important to identify fellowship seeking
players who want a spirit of camaraderie and co-operation. It may be helpful if
YOU as the player co-operates with the fellowship players and you work together
with these players on how to work around your character’s behaviours.
For example,
give suggestions what they can do to get your character to co-operate. Be
supportive and encouraging as a player, even while your character is being
snarky and putting everyone down. If your character concept cannot satisfy the
fellowship players at the table (for example, a villain who is secretly working
for the enemy), you may need roll a different character instead for that table.
Sometimes your creations need the right context to thrive in.
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