Thursday, July 22, 2021

Only Futures, Part 1: Character Arcs

Don't think about who you want your character to be. Think about who you want your character to become.

Pedro Correa

This is Part 1 of 3. Part 2 is here, Part 3 is here.

Characters are a moment in time. A campaign is just the backdrop in a slice of the character's life - a time when they achieved something very important for themselves. All characters are temporary. The character will grow and change. The character will become a better version of themselves or a worse version of themselves. They will gain something, they will lose something. They will learn an important truth about themselves. When their arc is complete, their story is over even if their life is not. It's time to move on from that character and begin a new one, or else start a new arc.
 
So don't spend hours crafting a character that might die in the first session. Make your character become someone, transforming and changing into their best (or worst) versions of themselves the longer they survive. Once they complete their arc, let the character move on with their life.

What Is an Arc and Why Have It in TTRPGs?
A Character Arc is character change. It's the real reason stories are told. Nobody reads/watches Lord of the Rings to learn about Hobbit feet and walking vast distances with an evil ring. We read/watch it because those feet belong to Frodo Baggins, accompanied by Samwise Gamgee, who happens to be carrying an evil ring vast distances. Plot gives context to characters - plot serves the characters. We like Lord of the Rings because we like seeing Aragorn embrace the truth we already know about him: that he is a worthy king; because it's awesome to see Legolas and Gimli grow from resentful to respectful of one another, and finally BFFs. Characters are why we enjoy stories and they're what we remember most about them. The plot is just the arena.

In TTRPGs, we want Character Arcs because without them, characters might grow stale and boring. Characters who change are characters who create a story. Character Arcs can also make for surprising, compelling, and inspiring moments at the table. It is far more interesting to see a character struggle to become something than it is to watch the same character (even when it's a "new" character) do the exact same shit over and over and over again.

In screenwriting and novel writing, there are two main types of arcs (there are actually quite a few arcs, but generally only two principle arcs that create all the others): The Positive Arc and the Negative Arc. There's no reason these same arcs can't be used in TTRPGs.

The arcs are really quite simple. The Positive Arc is a character that grows into a better version of themselves. We use these to tell uplifting stories of hope and achievement. The Negative Arc is a character that becomes a worse version of themselves. We use these to tell stories that disturb us or to reveal an unpleasant truth about the world.

Of course, you can still use a Positive Arc to tell a disturbing story that exposes a truth about the world, and you can still use a Negative Arc to tell a story of hope and achievement. But generally speaking, Positive Arcs involve characters becoming better, so they are uplifting stories. Negative Arcs involve characters becoming worse, so they are more unsettling stories.

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Every arc begins with a belief or personality flaw that is holding the character back from what they need. I learned it as the "Wound," although KM Weiland has recently popularized it as "The Lie Your Character Believes." In my opinion, this is a much better way to think about characters (although the principles are mostly the same as with the Wound). The character believes something about themselves or the world that isn't true - and their adherence to that untruth is what stops them from growing and becoming better versions of themselves.

The Lie, Positive Arc example: The Matrix trilogy. Although Neo claims he doesn't believe in Fate, he does. The Lie he believes is that he is controlled by Fate. Throughout all three Matrix films, he battles with this idea of Fate controlling him - always almost overcoming the Lie, but not quite. In the first Matrix, he believes the Oracle when she tells him that he isn't fated to be the One. In Matrix Reloaded, he believes that the Architect has used him as just another means of control, Fate once again asserting its power over him.

Neo doesn't fully shake off the Lie until the last battle with Agent Smith in Matrix Revolutions, when he finally recognizes that the entire Matrix is built on the illusion of Choice and hinges on Fate (programming). He embraces his Truth when he takes Fate into his own hands by choosing to die, knowing full the consequences of his choice. Although Neo dies, he is a better version of himself when his Character Arc concludes.

The Lie, Negative Arc example: Touch of Evil. Detective Vargas believes that justice prevails, and that once a truth is revealed, none will be able to deny it. The Lie that Vargas believes can be boiled down to: Vargas believes that the truth matters. Throughout his winding investigation into murder and conspiracy, he reveals massive corruption both from his own government, the US government, and even drilling all the way down to a relatively small precinct.

At the end, the Truth that Vargas learns is that, in his world, truth doesn't matter. Nobody cares when he reveals the murders, corruption, and conspiracies. Everyone shrugs their shoulders and the world just goes on spinning. Vargas learns that there is no real justice in the world, and truth doesn't matter. As a result, he becomes a more bitter person. When his Character Arc concludes, he is a worse version of himself.

Integrating the Lie into TTRPGs
To find the Lie of your character, you start at the end. What kind of person do you want your character to be at the end of the story? Once you've identified that, you move them as far away from that person as they can be. That point marks the beginning of your story. A screenplay or novel doesn't really begin with the event - it begins with a character. The event is for showing viewers/readers who the character is in that moment, and hints at who they need to become.

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As Gamemasters, Wardens, Referees, Whathaveyou, we can translate this into TTRPGs by providing the event for PCs to react to. The PCs' reaction to the event will reveal who they are when their story begins, and who they need to become in order to complete their arc (though they might still accomplish mission objectives in spite of themselves).

Because TTRPGs are a collaborative storytelling effort, perhaps we can improve our games by adhering to certain storytelling techniques. The Character Arc is a tried-and-true technique. The nature of collaborative storytelling being what it is, it falls on GMs to create the framework that allows our players to develop their characters beyond just the mechanics of a "leveling up" system. Players that want to can develop their characters as three-dimensional, complex characters, as people in a world who will change and become better (or worse) versions of themselves.
 
It's important to recognize that not all players will know how to do this at first. As a Gamemaster, you don't just guide the rules of the game, you provide oversight on the momentum of the story. As such, it's up to you to help struggling players who may not immediately know how to show character growth and change (but want to show that change - not every player is going to be down for this level of RP and shouldn't be forced to do so if they don't want to). They will get better and better at it over time.

To summarize: the Character Arc is a tried-and-true storytelling technique. We can use Character Arcs at the table to keep players, the story, and gameplay evolving - just like we use them in traditional storytelling formats to keep the story evolving. We can encourage our players to let go of their characters once the arc is complete (or else, develop a damn compelling new arc to be followed).

Below are two tables. One for Positive Arcs and one for Negative Arcs. Although they're listed as d10, don't feel obligated to have players roll on them. If one of these arcs resonates with a player, let them run with it. These tables are just an example, they are by no means exhaustive. There are uncountable Lies and arcs to be told.

The Psychology of the Lie and Game Mechanics
The psychology of the Lie is another simple idea: it's difficult for a character to turn away from their Lie, because the Lie is easy and comfortable. Embracing their Lie makes their life easier. Turning away from the Lie involves making difficult choices that instigate change and massive disruption to their life. In a sense, a character is constantly rewarded for following their Lie by being given an easy, complacent path through life.

To gamify this aspect of the Character Arc, reward players mechanically for following their Lie (XP, Resolve, advantage on certain rolls, Strees relief, etc), but "punish" them in terms of the actual game world (objectives failing, getting the wrong attention from NPCs, unable to focus on critical mission or Character Goal details etc). This simulates the psychology of the Lie - the Lie is difficult for a character to walk away from, because the PC's life is easier when they stick to the Lie. It isn't until they fully acknowledge the destruction that the Lie is causing to their personal world and to others around them that the PC is able to grow and finally embrace their Truth.

The Lie will inform and give context to all of the PC's actions, until they slowly embrace the Truth. The Truth will not be embraced all at once. There will be many false starts, where the PC thinks they've mastered the Truth, only to find themselves slipping back into the Lie, because believing the Lie is always easier than embracing the Truth.

As a disclaimer: none of these are an explicit endorsement of what a GM or players actually believe about the world. These are simply a wide array of Lies a PC can have, and a Truth that they can come to. The "Truth" in this case is not an empirical truth or fact, but simply an enforced observation about the world around them that they integrate into their world view.

Virginia Mori

d10 Positive Arcs
As a quick reminder: a Positive Arc begins with a pessimistic Lie that the character must learn to throw off in favor of an optimistic Truth (which will be the exact opposite of the Lie).

1. "If I ignore it, it goes away."
It's not that you don't believe in problem solving. It's just that you've noticed the really difficult problems have a tendency to resolve themselves if you just ignore it for a whle. This makes life pretty easy for you, since everything becomes someone else's problem if you wait long enough.

2. "Life is cheap."
You've seen more than you care to say. Suffice to say, you've learned that the universe is just one long parade of carnage. Why bother preserving life? It's just going to end violently. It's best to get what you can out of it, whatever that might cost someone else. If someone else was stupid enough to die, tough shit. Someone else will come along shortly to replace them anyway.

3. "Everything is already decided by fate."
There's no point in taking charge or really believing anything. Fate has already decided the outcome. All you can do is hold on for the ride and hope for the best. As a result, you've found it's best to just not take a proactive stance on anything. Instead, just react to the situation as it comes.

4. "Fear controls me."
You remember the day that fear and panic ruled you. On that day, you swore you would never put yourself in that position again. You avoid anything that might be stressful or fearful, terrified that the fear will once again take control of you.

5. "We cannot change who we are."
You are who you are. Things beyond your control have modeled you; life has made you this way, and it's too late to change. You put no effort into analyzing your mistakes or trying to improve yourself. Why bother? We are who we are.

6. "My past defines me."
You have seen and done terrible things. They made you who you are today. You cannot escape your past, and so you cannot be anyone but who you were when you made those terrible choices. Your past will always be there, and there is no forgiveness from the past.

7. "I'm not myself without them."
Some call it co-dependency. You don't care. You need them all the same. Without them, your world is darker and more terrifying. You think about them when they're gone, write to them obsessively. It's like a drug. You go into withdraw without them. And when you see them, or when you hear from them, all your troubles just fade away.

8. "I am the sum of my achievements."
You've accomplished nothing of worth, and so you are nothing of worth. Your peers have gone on to do great things. Meanwhile, you're stuck here in the toilet of the universe, pissing your life away. If only you could accomplish something great, then you would be somebody great. You keep trying to do things, and sometimes you even impress yourself with what you accomplish. But it's just never good enough...you're never good enough. You have to keep trying.

9. "There is no hope for humanity."
Humanity went right down the shitter. The evidence is all around you: the greed of corporation, the complacency of citizens, the corruptions of government. Humanity is lost, and there's no point doing anything to help humankind. People are shit awful at heart, and it's best if you don't have to deal with them.

0. "I deserve what I'm owed."
You've been a good person all your life. You've helped strangers, and so strangers should help you. It's about time society did you a good turn. Maybe you have to coax the world a little, take for yourself what you're owed every now and again. But you deserved it, so it wasn't wrong.

Mike Hinge

 d10 Negative Arcs
As a quick reminder: a Negative Arc begins with an optimistic Lie that the character must learn to throw off in favor of a pessimistic Truth (which will be the exact opposite of the Lie).

1. "I am somebody."
I matter in this universe. I'm a person, an individual with my own story to tell.

2. "There is a little bit of good in everyone."
No matter how horrible someone is, there's something inside of them that's worth redeeming. Nobody intentionally hurts anyone else. You show mercy when you can, and try to understand even the most vile of people. Everyone deserves another chance to be better.

3. "I can control my own destiny."
Choice has always been yours. There are no masters to control your destiny, no god above or fate below. Your path is yours to make. Every decision you make is truly yours. The genesis of a choice begins in your mind without external control, and it ends when you act.

4. "It wasn't my fault."
It happened, and it was horrible. But ultimately, I'm not to blame. Accidents happen, and who was supposed to know that it would happen like that? You can't predict the future, so you can't be held responsible for what happened that day. Sometimes the nightmares keep you up. Sometimes flashback distract you. But I just need to toughen up and press on.

5. "Everyone deserves to be happy."
The universe is a sad and lonely place. Everyone deserves to find happiness in it, no matter who they are or what they've done. I do what I can to help others, to lessen suffering in a universe full of suffering.

6. "My past does not define me."
Yes, things have happened. But my past does not dictate who I am or what I can become. Those events are done and over with - the past is dead.

7. "Life is a precious miracle."
Life is rare and life is fragile. All living things deserve to keep living. Life must be spared at all costs.

8. "Justice will prevail."
Once the truth is revealed, justice will take its course. Law and order presides above all things, and eventually everyone must render unto Caesar. I peruse the truth relentlessly, because truth is objective and people care about it.

9. "Freedom is an inherent right."
The universe has given us freedom. It's desire is biologically programmed into all humankind, and so all humankind deserves it.

0. "Society owes something to its members."
Society must give something to the individuals that comprise it. Without this exchange, society itself will crumble. I see to it that those who contribute to society are given what they're owed. Surely, society cannot exist if it only takes and takes and takes from its members, and discards them when they have nothing left to offer...


Only Futures, Part 1: Character Arcs

Don't think about who you want your character to be. Think about who you want your character to become . Pedro Correa This is Part 1 of ...