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	<title>Comments on: Character Monologue: Tell Us What It&#8217;s Like To Be You</title>
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	<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/</link>
	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
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		<title>By: L</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-19839</link>
		<dc:creator>L</dc:creator>
		<pubDate>Tue, 17 May 2011 23:58:13 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-19839</guid>
		<description>This is excellent advice, Ben. I&#039;ve had the experience of a fellow player breaking out an explanatory monologue after months of realtime/realworld confusion about his character&#039;s behavior/motives. Of course our characters remained in the dark, but the minor revelation of why this guy&#039;s thief acted like such a cold fish dispelled my notion that he (the player) hated the campaign and led to a much richer and compelling in-game dynamic.

Gonna drop this into my toolkit.

L</description>
		<content:encoded><![CDATA[<p>This is excellent advice, Ben. I&#8217;ve had the experience of a fellow player breaking out an explanatory monologue after months of realtime/realworld confusion about his character&#8217;s behavior/motives. Of course our characters remained in the dark, but the minor revelation of why this guy&#8217;s thief acted like such a cold fish dispelled my notion that he (the player) hated the campaign and led to a much richer and compelling in-game dynamic.</p>
<p>Gonna drop this into my toolkit.</p>
<p>L</p>
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		<title>By: Ry&#39;s Website &#187; Blog Archive &#187; Day 98: Ars Ludi again</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-19349</link>
		<dc:creator>Ry&#39;s Website &#187; Blog Archive &#187; Day 98: Ars Ludi again</dc:creator>
		<pubDate>Wed, 21 Jul 2010 23:06:22 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-19349</guid>
		<description>[...] http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/ [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/" rel="nofollow">http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/</a> [...]</p>
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		<title>By: Fudgerylog &#8250; Soliloquize Now!</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-19214</link>
		<dc:creator>Fudgerylog &#8250; Soliloquize Now!</dc:creator>
		<pubDate>Sun, 28 Feb 2010 19:29:02 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-19214</guid>
		<description>[...] is an excellent article at ars ludi on the subject of character development: Character Monologue: Tell Us What It&#8217;s Like to Be You. It is a simple little exercise that I think could profoundly improve the role-playing experience.  [...]</description>
		<content:encoded><![CDATA[<p>[...] is an excellent article at ars ludi on the subject of character development: Character Monologue: Tell Us What It&#8217;s Like to Be You. It is a simple little exercise that I think could profoundly improve the role-playing experience.  [...]</p>
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		<title>By: Just Talking: Communicating Your Character &#171; The Mule Abides</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-19212</link>
		<dc:creator>Just Talking: Communicating Your Character &#171; The Mule Abides</dc:creator>
		<pubDate>Fri, 26 Feb 2010 17:18:47 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-19212</guid>
		<description>[...] at Ars Ludi, Ben Robbins brings up some interesting points about sharing one&#8217;s character&#8217;s point of [...]</description>
		<content:encoded><![CDATA[<p>[...] at Ars Ludi, Ben Robbins brings up some interesting points about sharing one&#8217;s character&#8217;s point of [...]</p>
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		<title>By: Matthew Arcilla</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-19170</link>
		<dc:creator>Matthew Arcilla</dc:creator>
		<pubDate>Wed, 27 Jan 2010 13:45:26 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-19170</guid>
		<description>I love this idea. 

There&#039;s a lot of advice out there in the blogosphere about soliciting more roleplaying and engagement from players who are conditioned to play in &#039;meta&#039; terms or at best, tend to sloppily blur the line between &quot;my character is more like me than who I proclaim him to be&quot; and &quot;my character is just an escapist me, with an axe.&quot;

Okay, fine I&#039;m talking about my own group. But I think trying to get a monologue like the example you presented above out of your players might encourage them to RP a bit better simply because they have to say their character&#039;s thoughts out loud. It holds them accountable to their character&#039;s personality in a manner not unlike &quot;any declarations before we continue?&quot; but from an RP perspective.</description>
		<content:encoded><![CDATA[<p>I love this idea. </p>
<p>There&#8217;s a lot of advice out there in the blogosphere about soliciting more roleplaying and engagement from players who are conditioned to play in &#8216;meta&#8217; terms or at best, tend to sloppily blur the line between &#8220;my character is more like me than who I proclaim him to be&#8221; and &#8220;my character is just an escapist me, with an axe.&#8221;</p>
<p>Okay, fine I&#8217;m talking about my own group. But I think trying to get a monologue like the example you presented above out of your players might encourage them to RP a bit better simply because they have to say their character&#8217;s thoughts out loud. It holds them accountable to their character&#8217;s personality in a manner not unlike &#8220;any declarations before we continue?&#8221; but from an RP perspective.</p>
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		<title>By: gameplaywright.net // story, games, together</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-19123</link>
		<dc:creator>gameplaywright.net // story, games, together</dc:creator>
		<pubDate>Wed, 13 Jan 2010 22:42:31 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-19123</guid>
		<description>[...] example, my response to this great post by Ben Robbins: Lately, I am much more aware of the efforts I go through to help players be aware [...]</description>
		<content:encoded><![CDATA[<p>[...] example, my response to this great post by Ben Robbins: Lately, I am much more aware of the efforts I go through to help players be aware [...]</p>
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		<title>By: Jonathan "Buddha" Davis</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-17203</link>
		<dc:creator>Jonathan "Buddha" Davis</dc:creator>
		<pubDate>Thu, 22 Oct 2009 17:46:20 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-17203</guid>
		<description>@ Ben Robbins - Yeah, I see what you&#039;re saying.  Like the difference between going for a walk to the store and just rambling around enjoying the sights... 

Still, if you get gamers to do it for a reward, maybe you&#039;ll condition them to start doing it for free!  Go Pavlov!</description>
		<content:encoded><![CDATA[<p>@ Ben Robbins &#8211; Yeah, I see what you&#8217;re saying.  Like the difference between going for a walk to the store and just rambling around enjoying the sights&#8230; </p>
<p>Still, if you get gamers to do it for a reward, maybe you&#8217;ll condition them to start doing it for free!  Go Pavlov!</p>
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		<title>By: ben robbins</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-17161</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Wed, 21 Oct 2009 18:34:26 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-17161</guid>
		<description>@ Jonathan &quot;Buddha&quot; Davis -- I haven&#039;t, but it&#039;s probably not surprising that we started using character monologues a bunch during our long Mutants &amp; Masterminds campaign. Superhero genre just screams for talking to yourself and/or thought bubbles. Once you start doing it, there&#039;s a &quot;hey, this would work great in any genre!&quot; realization.

I do think there&#039;s a subtle but substantial difference between using a monologue to respond to/discuss a particular incident (say, to get a reroll) vs the completely open-ended &quot;what&#039;s it like to be you&quot; that I&#039;m advocating. The former is cool and informative, but the latter can elicit completely unexpected insights, precisely because you aren&#039;t asking the player to talk about anything in particular. You&#039;re letting the player decide what their character is thinking about.</description>
		<content:encoded><![CDATA[<p>@ Jonathan &#8220;Buddha&#8221; Davis &#8212; I haven&#8217;t, but it&#8217;s probably not surprising that we started using character monologues a bunch during our long Mutants &#038; Masterminds campaign. Superhero genre just screams for talking to yourself and/or thought bubbles. Once you start doing it, there&#8217;s a &#8220;hey, this would work great in any genre!&#8221; realization.</p>
<p>I do think there&#8217;s a subtle but substantial difference between using a monologue to respond to/discuss a particular incident (say, to get a reroll) vs the completely open-ended &#8220;what&#8217;s it like to be you&#8221; that I&#8217;m advocating. The former is cool and informative, but the latter can elicit completely unexpected insights, precisely because you aren&#8217;t asking the player to talk about anything in particular. You&#8217;re letting the player decide what their character is thinking about.</p>
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		<title>By: Jonathan "Buddha" Davis</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-17159</link>
		<dc:creator>Jonathan "Buddha" Davis</dc:creator>
		<pubDate>Wed, 21 Oct 2009 18:11:04 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-17159</guid>
		<description>Have you read the &quot;Hearts &amp; Souls&quot; rpg by Tim Kirk?  It&#039;s a superhero rpg that specifically calls out for charcter monologues, both aloud and internal, in order for you to overcome a failure and reroll.

I can&#039;t say how it plays, as I haven&#039;t gotten a chance to play H&amp;S, but it seemed like a fun mechanic!</description>
		<content:encoded><![CDATA[<p>Have you read the &#8220;Hearts &amp; Souls&#8221; rpg by Tim Kirk?  It&#8217;s a superhero rpg that specifically calls out for charcter monologues, both aloud and internal, in order for you to overcome a failure and reroll.</p>
<p>I can&#8217;t say how it plays, as I haven&#8217;t gotten a chance to play H&amp;S, but it seemed like a fun mechanic!</p>
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		<title>By: Will Hindmarch</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-16976</link>
		<dc:creator>Will Hindmarch</dc:creator>
		<pubDate>Sat, 17 Oct 2009 22:21:57 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-16976</guid>
		<description>Great post. I use some similar approaches, including pointed or provocative questions, and yours is a good one.

Lately, I am much more aware of the efforts I go through to help players be aware of what the other players are trying to do. To me, players are collaborating writers on a narrative series, not just cooperative players in a game. Asking them to suss out the player&#039;s hopes and plans for a character (not just the character&#039;s) through roleplaying alone is a little like expecting a TV writers&#039; room to communicate solely through unfinished drafts of scripts — it&#039;s inefficient. Personally, I&#039;m eager to maximize the story I get out of each session, even if that story comes across in a mix of sketches, unfinished monologues, and fully rendered dialogue. An RPG is played in jam sessions, not rehearsed performances. The players all benefit from knowing more about each others&#039; characters, even if that means the player sometimes knows more than the character — it serves the player-as-writer even as it gives a short cut to the player-as-character. That&#039;s fine with me.</description>
		<content:encoded><![CDATA[<p>Great post. I use some similar approaches, including pointed or provocative questions, and yours is a good one.</p>
<p>Lately, I am much more aware of the efforts I go through to help players be aware of what the other players are trying to do. To me, players are collaborating writers on a narrative series, not just cooperative players in a game. Asking them to suss out the player&#8217;s hopes and plans for a character (not just the character&#8217;s) through roleplaying alone is a little like expecting a TV writers&#8217; room to communicate solely through unfinished drafts of scripts — it&#8217;s inefficient. Personally, I&#8217;m eager to maximize the story I get out of each session, even if that story comes across in a mix of sketches, unfinished monologues, and fully rendered dialogue. An RPG is played in jam sessions, not rehearsed performances. The players all benefit from knowing more about each others&#8217; characters, even if that means the player sometimes knows more than the character — it serves the player-as-writer even as it gives a short cut to the player-as-character. That&#8217;s fine with me.</p>
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		<title>By: ben robbins</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-16849</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Wed, 14 Oct 2009 19:10:31 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-16849</guid>
		<description>As noted at the bottom of the post, I changed the first example to third person to avoid confusing what the point of the character monologue was.

There are a lot of interesting implications about roleplaying in the first or third person (including some counter-intuitive cases where third person can actually promote stronger examination of the character, because you are highlighting that the character is someone separate from you who might have a very different personality) but that&#039;s for another discussion.</description>
		<content:encoded><![CDATA[<p>As noted at the bottom of the post, I changed the first example to third person to avoid confusing what the point of the character monologue was.</p>
<p>There are a lot of interesting implications about roleplaying in the first or third person (including some counter-intuitive cases where third person can actually promote stronger examination of the character, because you are highlighting that the character is someone separate from you who might have a very different personality) but that&#8217;s for another discussion.</p>
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		<title>By: ben robbins</title>
		<link>http://arsludi.lamemage.com/index.php/128/character-monologue-tell-us-what-its-like-to-be-you/comment-page-1/#comment-16848</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Wed, 14 Oct 2009 19:03:01 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=128#comment-16848</guid>
		<description>In that case Michelle, let me just say: welcome aboard!</description>
		<content:encoded><![CDATA[<p>In that case Michelle, let me just say: welcome aboard!</p>
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