Failing to Understand Your PCs
This is likely to be only the first in a handful of posts about a campaign of mine that just wrapped up called Kjemmen. It’s been a few weeks now and I’ve had time to mull over what went well and what didn’t and to talk to most of the players about their thoughts. The first thing I want to bring up is a mistake Stewart and I made before the campaign even started.
One of our players was creating a PC named Mikejl. He was to be the last scion of a noble house that was no more. His father had basically squandered everything and left the family indebted to another, larger noble house (the Devraks). This meant that Mikejl was effectively raised as a high-profile servant within House Devrak, but he hated it and them and especially the son, Likhander Devrak. One of the biggest driving forces in Mikejl’s story would be his hate of the Devraks and his goal of reattaining a noble title.
When it came time to flesh that idea out, Stewart had this idea of Mikejl wanting to regain the past glory of his family and hating the Devraks so much that he wanted to do it at their expense. Specifically, he had the idea that Mikejl hated Likhander so much that he’d want anything Likhander owned (or wanted) simply to take it away from Likhander. In this model, Likhander would be about the same age as Mikejl (about 27) and they would have this history of Likhander getting everything that Mikejl felt he deserved.
The player, though, didn’t like this idea so much. He explained to us this idea where Likhander is slightly younger than Mikejl (about 22) and much more bratty. There were some other things in there that we didn’t understand, so we tried to get him to explain again. And here’s the mistake: When the second explanation failed, we shrugged and said, “It’s his PC, we’ll go with his idea.”
Now, to be clear: the mistake was not going with the player’s idea. That’s solid and I don’t regret that one iota. The mistake is shrugging and agreeing to a player’s idea without understanding it. This was the central motivator for this PC and we failed to realize that not understanding it would make us unable to either predict his reactions to events or to put things he would find interesting next to important Plot Things. And this played out very quickly in the campaign: Mikejl ignored entirely things we thought he would find interesting and rewarding. We found it very difficult to entice him into plot events because we didn’t know what was motivating him.
After playing the campaign for roughly 2 years, I now know that the major motivator for Mikejl was power. Just about every action he took or decision he made was in order to increase his control over something; the current situation, his life, some asset, etc. This idea is no less good than Stewart’s idea and if we’d insisted on understanding it going in, we would have been able to use different stimuli to push and pull Mikejl into the events around him. I should say at this point, Mikejl’s player had a fun time and ended up being embroiled in the story just fine, so this wasn’t a game breaker by any means. It did, however, introduce some rough spots in the plot that Stewart and I had to furiously invent Plan B for.
The real lesson here is nothing new if you’ve been reading this blog much: Create your PCs with your players so that if you had to, you could step in and play the character in someone else’s game. Somehow, Stewart and I let ourselves loose sight of it, so let this serve as a reminder of how easy it is to get distracted. Especially when you’re almost ready to start and you’re excited to get going, it pays not to rush things and make sure your idea of what’s motivating your PCs is the same as the player’s idea.