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Media Shapechanger

There are a number of things someone can do to rub me the wrong way in a gaming situation, but one of the fastest is to tell me, "Oh, X [my character] is just like so-and-so from..."

I figure a source is just that: a foundation. It's my job to take my skill in sculpting that source to add the little details that change it from the simple fundamentals of someone else's creation into something I can use. It's not a question of mimicry (or imitation being a sincere form of flattery), but my pride in design, my art.

Don't get me wrong: there are characters out there I wish I had created. Their shadows may populate the worlds I create, but they are not my characters, and despite my fondness for fan fiction, if I'm using a character, it's my own character. It might have things in common with "so and so," for there are lasting archetypes that attract gamer minds, but I am not running someone "just like" so and so.

I was embarrassed to play V (from "V for Vendetta") in Bolthy's Luke & Merle Adventure. Or Granny Weatherwax (from TP's Discworld novels) in the Courts of Chaos Con 2001 LARP. And I thought I did fairly well in both cases.

I know there are a number of people who design both characters and plots around existing media. I'm a lot more generous in regards to plots (unless it's too obvious an imitation) but I try not to weave my characters to a common pattern. It's why I'm hesitant to use characters from game to game, unless I know that each new scenario will bring out new aspects of those characters.

After all, life is a learning experience, even for my imaginary lives. [grin]


Comments (4)

jenn:

Everything out there is fair game seed material. But I never use is slavishly.

I love it when I mash two ideas together and come up with a sysnthesis that is far greater than what I started with.

Gestalt is Real.
And it is very cool to achieve.
Like cold fusion.

Characters in my head rarely start with a 3 dimensional construct of someone elses making.

I love to buy Vanity Fair - the photos are always so striking and full of unspoken things... great for building a character around.

I love to find names...

Ana is a character built on a name.
Cassandra is a character built on a concept. (As a player, I know too much, having played an NPC that was a shake-up to the players... with a new PC, I wanted to take some of that threat away. What so I do? I create a drunk. Everything else has been built around that.)
Marta is based on a piece of art by Wendi Strang Frost. Her name just popped into my head - it was only later I learned it meant 'Lady' and was pleased it fit her so well.

Hmm... this is turning into a post... gotta run....

nice, jenn

I've gotten away from imitation being the sincerest form of awe

looking back on the times I've done it... it was usually because I took a concept that was just very cool, and tried to make it moreso, more sophisticated, more encompassing, more architypical, or more something...

lately, I've run into freaky coincidences where it seems as though the realm of imagination is breaking out in many places, through many people, forcing parallels and creative overlaps that just vibrate with archetype

images stir me, gestalt is a force for good

but I agree that donning a 'created character' is only a pale taste of what ought to be desired in gaming/creating...

This is why I so enjoyed playing Julian, but didn't want to do any of the Elders who have more face time -- Julian had *just enough* about him in the books to let me step in and write the rest.

Kris:

Paige was originally a female Jim Morrison, and then she went and fell in love with her cousin... And that was that... All that remained was the habit and a wild child reputation.

Ideas are wonderful, but if you never make them your own, well, by definition, they're someone else's, right? If they're not yours, keep your hands off them... [grin]

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This page contains a single entry from the blog posted on April 7, 2002 2:40 AM.

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