I
played someone more stupid than me in a game before he died. It took
hard work and I enjoyed it.
Damodar
worked on a slik farm and escaped to become an adventurer. He had
intelligence of seven and wisdom of six. I like to think of my
intelligence as twelve or thirteen, but apparently everyone does this
so it's more likely I have an INT of ten, or, possibly eleven.
He
didn't look like this, but this is how he would have thought of
himself:-
Every
time Damodar had a problem I had to think about how to solve it. I
could never solve his problems like I solve my own. If I did things
he couldn't do then the character wouldn't work.
We
have lots of ways to think about someone less capable than ourselves.
People like to talk and argue about this a lot. Very few of those
ways involve you creating those people from random numbers and parts
of yourself and then taking responsibility for both their survival
and the integrity of thier personality. Except posibly becoming a
parent.
I
knew when bad things happened and Damodar didn't. I knew when people
lied to him and he did not. I did not find it frustrating, but
powerful and energising, my mind worked constantly. I had to protect
him with the only tools I had. The ones inside his character.
He
asked a LOT of direct questions, because he didn't know much. (I
never do this, I remain silent.) People usually answered because he
seemed obviously stupid and innocent. He happily accepted the social
superiority of his co-adventurers. (You won't see me do this.) That
made them happy and made him popular. I interpreted his low WIS as
courage so he became impetuous.
I
found him nicer than me. And a better human than most of my
characters. And probably a better person than me. Perhaps that only
happened because of the action, inside my mind, of protecting him.
Damodar
died defending his friends. My next character rolled up as an angry
eunach. I put most of my creative energy into his insane
god.
In
Dogs In The Vinyard I play a highly intelligent, fundementalist
teenage girl.
click for link |
With Basemeth most of the creative tension comes from
her 19th century pseudo-christian morality and my 21st
century vague liberalism. Again we must solve problems together. She
thinks faster and deeper than I can. I have more time to think of her
responses so she acts in the upper range of my own capabilities. But
we have different perspectives on the world.
Like
the same scene viewed from different points, we share only certain
ground. When events moves out of this ground one of us will become
upset. Since we live in the same person, this ruins things for both
of us. But if I let her collapse into a sock-puppet for my own values
then she dies. So we must work together on remaining creatively
different.
Every
character I play feels like a powerful living exchange between me and
this created thing. A waterfall looping like a lemniscate
through dual poles. I never know which parts of me will surface and
crystalize. Like meeting a new person every time.
I like randomness
in character generation.
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