We all know That Guy. Heck, some of us are That Guy, that one
person in each gaming group who can never quite seem to draw the
distinction between game events and reality, or between his or her
(defaulting to 'his' for clarity from this point on. No gender-wide
insult intended) character and himself.
You know him -- the one who
tells character stories as though they happened to him, abuses other
players or characters hiding behind the excuse of in-character play,
or constantly spouts off about his own (sometimes highly
controversial) beliefs and philosophies under the guise of playing out
her character's motivations. Some games call for that sort of thing,
and it can be a real blast playing an only slightly modified version
of yourself in certain cases. Yet when taken to an extreme, a blurred
line between player and character can become a problem for both the
player and the people around him.
One thing that I think most of us would agree on is that roleplaying
is an escapist pastime, a hobby which can be used to take you out of
yourself for a little while. It's a game which permits players to
experiment with ideas and personalities, to take the place of a
different and often more-powerful person in a different world and
situation.
The limitations of acting and imagination, however, mean
that a lot of us end up playing characters who have at least some
similarity to ourselves, whether we realize it at first or not. This
piece-of-self which gets included in each character can be as limited
as the man who only feels comfortable playing male characters, or as
blatant as the grocery store clerk who only plays other grocery store
clerks, no matter the world in which the character lives. Where that
line gets drawn depends on the player herself, and unfortunately is
not always readily apparent to others around her.
It's only to be expected that characters will hold some different
opinions than that of their players, except in the case of our
grocery-store clerk. Characters created for a modern setting may be
much closer to their players' attitudes than those created for
'strange new worlds' or historical settings, but when we hold to the
basic idea behind roleplaying-- acting as another person in another
life for a short time -- the expectations remain.
Usually, playing a character whose prejudices are different from yours
is a great way to stretch your imagination and, in some cases, acting
skills. When That Guy comes into it, however, things can become
awkward. What do you do when a player begins spouting racist or sexist
dogma and then insists that it's all right because "he's just playing
his character?" What do you do when another player -- or the GM --
insists that you change the way you play your character because you've
tried to incorporate some of the less politically-correct perspectives
he has on the world?
Thrud the Rampaging Barbarian isn't going to join
a debate in favor of affirmative action, nor should he be expected to,
but is there a line to be drawn when Thrud's player begins to insult
the female PCs (or players)and then insist that it's all just in-game
characterization? How do you stop The Preacher from hijacking an
entire game session to spout off about 'nuking Afghanistan' or why
doctors are secretly using vaccinations as vectors for mind-control
drugs?
Subduer of the Meek, Degrader of the Greek:
Modern western culture, or at least the hegemonic social strictures
which bind our public behavior, demands that we not display certain
non-politically correct opinions and theories in public
discourse. These rules are reinforced by reprisals when a line is
crossed, something which can be seen in recent posts to the main
forums on this very site. The idea that we should moderate our speech
and choose words carefully in order not to cause offense to those
around us has been co-opted over the last couple of decades, however,
turned into a ludicrous parody of itself with hyper-correctness
crusaders bound and determined to remove any word from the English
language which could possibly trigger offense in another person.
The
unfortunate byproduct of these outcries by the 'humor-impaired' is
that generally moderate people who take offense at the words of
another can now be dubbed a member of the 'political correctness
police' and have their objections summarily ignored. Caught between a
few responses (leave the area with or without comment, say nothing,
and let the offender believe that her speech is appropriate, or call
him on it and be blasted for being 'politically correct' or not having
a sense of humor)many of us choose the first or second response,
opting not to 'make a scene' over something as simple as an exercise
of free speech.
When it comes to gaming, however, the rules begin to change. Groups
tend to range between three and nine people, meeting in a small area
(a home or back room of a store) for a set number of hours every
week/fortnight/month/year. Add to this close-quarters situation a game
which gives you the freedom to do and say things you wouldn't
otherwise feel comfortable doing (mass monster murder, hot vampire
love, spandex in public) and the protections we've placed on our
public interactions begin to peel away.
Our characters can become
siphons instead of personalities, means by which to express the
feelings and ideas that we're not permitted to explore elsewhere. This
can be an incredibly valuable tool in some cases; a sexual assault
victim of my acquaintance used her character within a D&D game to
explore the internal conflicts she herself was experiencing and
developed new methods to deal with real life. It can also be a
problem, as those with less popular ideas use characters as an excuse
to offend and degrade.
Playing a non-politically correct character in a game is pretty
standard; not all of us are interested in playing Paladins or
Superman. Thrud the Barbarian is pretty much expected to think of
women as chattel or rewards; Thrud's player, on the other hand, is
expected to keep his hands off of the other players, even is he is
just 'getting into character.' It's easy to draw the line at unwanted
physical contact, but not so easy to draw a line when the verbal
assaults become too much.
What is the actual, quantifiable difference
between being called a bitch or a slut by an old friend -- who has,
perhaps, somehow earned teasing rights -- and being called the same
thing by a newer friend? Gamers are often accused of having limited
social skills, and both body language and intent can be difficult to
read when one or more of the people involved are somewhat limited on
the level of interpersonal interactions.
Everybody Ought to Have a Working Girl:
Sexist comments can be reasonably appreciated in-game; many of the
older fantasy games are placed in a pseudo-historic European fantasy
realm with female NPCs relegated to the roles of bar wench and farm
wife, and even characters from egalitarian backgrounds can have sexist
ideals, based either on upbringing or sheer jerkitude. On the other
hand, the player of a female character can very quickly become
frustrated with, for example, never being allowed to enter combat
because Thrud always pushes the PC out of the way to 'keep her from
harm,' or by being called some foul name every time she opens her
mouth because Thrud and/or Thrud's player firmly believe that women
should be silent in public. This behavior may be reasonable for the
character, but directly impacts upon the other players' enjoyment of
the game. It's at this point, I posit, that damage starts being done.
On the other hand, free speech is free speech, and gaming is gaming --
it seems incredibly counter-productive to lambaste someone for playing
his character the way he feels it should be played, and conflict is,
after all, what makes games truly memorable. Who's to say that the
put-upon female PC won't suddenly snap and begin to stick up for
herself? Are we now to take on the role of gatekeeper and jolly
everyone along to ensure that they're not being left behind? At what
point do GMs stop telling a cool story and start playing babysitter?
If the rest of the group doesn't see a problem, should it be the
offender or the offended who leaves? Do we keep a scorecard or have
some system based on seniority to determine who gets spoken to about
how they're acting during a gaming session? Does the GM's best
friend/SO always win? I wish I could hand over the answers, but the
best I can do here is to ask those feeling unduly pressured or
harassed to speak up for themselves.
Thrud's player is the easiest of the two to deal with, as The Preacher's modus operandi makes him much more likely to simply turn a confrontation into one more huge game-time-sucking argument. If the group as a whole can be brought to an agreement, certain rules can be set out without direct confrontation, which can make the evenings run more smoothly. Keeping a time-limit on tangential conversations can be one way to get the Preacher to stuff it -- as long as everyone can stick to a five-minute cutoff, he won't necessarily feel personally attacked by the decision. Thrud may not even realize the nature of the offense; if the comments are indeed just misplaced rather than malicious, sitting down -- perhaps with the GM as well, in case things get ugly -- can often make all the difference necessary.
From the crushing teenager who's pressured to make new character after
new character because the female player in the group doesn't think any
of them are attractive or interesting enough to be played (oh yes,
this one's true), to the woman who feels excluded and removed from the
game because the GM doesn't know what to do with female players or the
player who decides to use someone else's character as a kitchen
drudge, the way we interact in-game can have lasting effects on
others' enjoyment of the game, both at the table and in the hobby at
large.
It's been said that the experience you have with a gaming group
has a far greater effect on you than the gamebook as designed and
written, and that's not too far from the truth. Exclusion from a game
is no fun, especially if you've been invited to play it in the first
place. There are very few frustrations greater than waiting around for
four hours a week, unable to do anything, because of the actions of
the GM or other players. This is when speaking up for yourself becomes
of paramount importance; group dynamics will have an effect on how the
discussions are taken, but unless it's brought out into the open,
things will never change.
It's vital that we open the lines of communication within and between
gaming groups, women and men, oldtimers and newcomers. It's easy to
say "oh, she's too sensitive" or "he doesn't play like we do" and miss
out on an opportunity for change and growth. Jerks can be taught
what's acceptable and what isn't, and the thin-skinned can learn to
take gentle teasing for what it's meant to be. If we just keep pushing
out those we disagree with, however, the game stores will continue to
be full of folks with no gaming group and no idea what went wrong in
the first place. This is a hobby; it's supposed to be fun. If it's no
longer enjoyable, or if it never was, something, somewhere, has gone
seriously wrong.
Hilary Doda grew up in Toronto, but managed to escape to Montreal following the HentaiCon Tentacle Disaster of '97. Slaving away in the RPG sweatshop known to insiders as Dream Pod 9, she divides her time between managing the Tribe 8 and Jovian Chronicles game lines and scribbling desperate cries for freedom on smuggled-in sheets of paper towel. She can be reached at hdoda@dp9.com
(Bonus points for anyone who can identify the source of the header quotes this time around.)