Tag Archives: immersion

Intimacy Enabling: Art, Kink, and the Virtual

So in thinking about my last post in the series, it occurs to me that there are a lot of things that enable intimacy in roleplay. This post is about three of them.

Art

Ages ago, on Yud’s Dice, Brand talked about how the word art was a power word…

“Art is a loaded term. Art is a word used to give value to one human endeavor or activity above another. Art is a way of saying ‘This thing is important to my stance on the human social condition and gives/takes power away from the part of society I inhabit.’ ” ~Brand, in Games, Art, Power, and Me

…and I’m entirely on board with that. I think discussions about what is and is not “art”, (just like those about what is and is not a “game”) are most often semantic wars used to legitimize one endeavor while marginalizing another. However, in thinking about the more extreme kinds of RPG situations where intimacy is strongly enabled, it occurs to me that “art” is a power word loaded in other, possibly more positive ways.

Just as I can legitimize or marginalize an activity that other people are doing by bestowing or withholding the word “art”. I can use the same word to bestow an activity I am participating in with a particular kind of freedom, not just to empower it from an objective cultural perspective, but to empower it socially within the activity itself. “Art”, we are taught to believe, is something of value that transcends the normative rules of human behavior. “Art” is something that is breaks us out of our mundane, human experience and compels us instead to move towards a sublime contemplation of the human condition; it’s a goal greater than value of its elements or of its participants.

So what does that mean to intimacy? Well, when an organizer of an RPG-as-art event uses the word art, most importantly, without even opening up an actual discussion, it begins a framework for a social contract between the participants. It says: this event is about seeking a sublime reflection of the human condition, and the product of it is greater than my desire or your desire, and aims to make a creation greater than the sum of our inputs. It mandates a particularly demanding level of investment on behalf of the participants, but at the same time promises a particularly powerful artistic license and bestows a lack of judgment in the process of, and a particular sense legitimacy on the participants as “artists”.

Similarly, several of these events, especially in the range of the Nordic Art-LARPS, span play over extreme periods of time (such as Europa, a five day, fully in-character LARP set in and simulated like a refugee camp in Eastern Europe) which demands a particularly intense level of intimacy not just with other participants, but with the story, the setting and the character. This is linked in with what I said above about the particularly demanding level of investment mandated to participants. I also don’t see it as a co-incidence that these mechanisms of intimacy are coupled with a pro-immersion mandate. After all, I started this discussion to explain how intimacy was a vital component of support for those playing in character-socketed Impassioned Other territory.

Now, I should be clear that I’m not at all interested right now in the discussion of whether the product of these RPG-as-art events actually are or are not art, nor whether the participants are or are not artists. What I am interested in is the way that the use of the word creates a specific cultural context drawn in a tight circle around these events that optimally should result in a powerfully intimate milieu to play in. I’m also not interested in the discussion of if RPG-as-art events are or are not better or worse than other kinds of roleplay. What I’m interested in is the way that the intimate milieu and cultural context drawn around these events facilitate the participants arriving at and achieving a common payoff.

Kink

Taking intimacy to the emotional and physical extreme, BDSM roleplay is replete with mechanisms to facilitate intimate play. Although this may not be the first thing that jumps to mind for you when considering roleplay, BDSM play certainly involves taking on characters, degrees of immersive activity, and story play to varying degrees of completion, spontaneous and organized, small and large from the episodic to the epic. Although it’s rarely discussed, there is a good deal of people involved in both activities independently, and I’ve also talked to a wide variety of folks who have described the BDSM activity that has spilled over from their LARP or tabletop experiences.

Participants in BDSM play put a strong emphasis on safe words and scene negotiation. Whether the event is between consenting partners or as part of a larger, organized venue, a vast, varied, and clearly defined vocabulary aids in the the identification of hard and soft limits for the participants (kind of like lines and veils in power sexual situations) and events are not only flagged to facilitate the understanding of the event’s social contract, but occasionally they come accompanied with fully explicit, written codes of conduct or actual legal contracts that must be signed before walking in the door. Also, not unlike NGH and IWNAY set up boundaries and support space, some BSDM scenes use SSC (Safe, Sane and Consensual) and RACK (Risk Aware Consensual Kink) philosophies to guide or inform their play practices and use ritual elements to transition into and out of the play space.

The tools in a BDSM context are, for the most part, better defined and the contracts more explicit because the potential for harm is considerably greater than it is with conventional roleplay, and so there is an absolute need for them to be more efficient and reliable. Here, like in RPG-as-art events, a particular investment and level of intimacy is demanded and created in a direct response towards supporting the achievement of a particular payoff. And like my conclusions above, I find it no surprise at all that BDSM events also have pro-immersion mandates. Even in situations where there are no distinct characters to play, becoming the *role* you play in the BDSM context is, well, the point, and for many involved, the pathway to sexual fulfillment; it’s the payoff.

The Virtual

Finally, and distinct from the previous enablers, virtual spaces such as MU**’s , MMORPGS, PBP and PbeM, by their very nature as anonymous gateways enable participants to achieve a heightened sense of intimacy. Here I am not talking about games like Bitches in the Vineyard, in which a MUSH was used to facilitate the play of a bunch of people who knew each other from another context (Story Games) but for whom physical distance made around the table play impossible (Brand and I are in Toronto, Jess Pease in Boston, Jess Hammer in New Jersey, Nancy in California). Instead, I’m talking about standard PBP, MUSH or MMORG play, where a participants logs into an interface to play a game and meets the (majority of) other participants through the game.

While you could argue that actually intimacy is impossible in such an anonymous environment, when you look at the reasons that intimacy are important to the Impassioned Other context, as an environment which supports personal vulnerability and unfettered social interaction, you can see what I’m getting at. When a participant in this situation engages with the game, who they are in actuality ceases to matter, and assumption of the Other is facilitated. An enhanced sense of safety is inherent both because of the anonymity of the medium, and also because the ritual is built in: to enter the game space, I logged in, to get back to the safe space, I log out.

Environmental factors may also enhance this, for all of these games are most played from the safest of spaces: your own home, they are often played while alone, without outside interruption, frequently in dim light looking at a bright monitor in a way that lends itself to a mildly hypnotic connection. Participants can fully be vulnerable to the game environment because their selves are fully protected, they can full give over to the character or the story they are “living”and because whatever information they give over can be carefully constructed, can express things that are of a more vulnerable, personal context. They have less fear of being judged, and can escape more effectively in a fantasy context.

Again, just like in RPG-as-art events and BDSM play, most of these virtual play spaces (all of them, I warrant, in which characters exist as more than an icon on the screen) are pro-immersion environments that encourage participants to act fully within the context of the character in reaction to the game world. I don’t find it surprising that intimacy and a permission to be vulnerable is found in the same context.

Whether its that Impassioned Others are drawn to intimate spaces or that intimate spaces are constructed to support Impassioned Other play, I’m not sure, but I thought this would be a good start to looking at the connection between the two to see how the qualities of the social interaction encourage particular modes of play. Also, if you abstract, you might glean how different qualities of social interaction might discourage particular modes of play. How, for example, would a person playing in a Cognitive I mode with a system socket fit into an Art LARP, a hardcore BDSM scene, or a strict IC MUSH?

Getting in the Cockpit

So, the second axis I wanted to have a look at is the place that you position yourself to drive your actions in the game. I’m going to talk about this a lot more in future posts, especially about the wording I’ve chosen to describe it: I and Other. For the sake of understanding this introductory post, remember that I am currently working on trying to map the body of play that I once (unsuccessfully) tried to shoehorn into the word immersion; Other could at some point have further application, and will definitely have a more detailed meaning than this, but for the sake of this one post, think of Other as your object in the fiction: your PC, a communal character that you inhabit in the moment, an NPC with which you drive the game as a GM. The I, of course is you as you (though even that will become a little more complicated later on).

You all (except maybe my Great Aunt Gertrude) will be utterly unsurprised to hear me say at this point that the first indicator of where you sit to drive your play is your socket. A person with a primary character socket and no secondary socket is likely going to sit right up at the top of this scale, especially if their goal is Kenotic, and their payoff has an escapist bent.

Likewise, a person who has, say, a primary system socket, a secondary social socket, and a tertiary story socket might never actually make their contributions to the game through a game object, but will instead, contribute directly to the game. I’ve heard some actual play recordings where the players involved never actually inhabited a character object all. Characters, PC or NPCs were never referred to in the first person, and never had an actual voice in play. Even if the character spoke and was not just paraphrased, the player narrated the speech as if it were dialogue in a novel, rather than a character to inhabit.

On the runway from the I to the Other, there are lots of ways to funnel participation through the character as a game object. I’m going to run some of them down for you using the best analogies I have at my disposal. I am peripherally aware that they are similar to some terms already in use in immersion theory. I want to be clear that I’m not at all trying to adopt those terms and their associated meanings (or baggage). Remember that I don’t read rpg.net or the Forge and I’m not a big forum girl. As such, please do your best when you read on to disassociate what you have been taught I might mean and to concentrate on reading them as simple analogies:

As a marionette, where the player does not inhabit the object, but dances it through the fiction with a directed will, there is a distinct emotional and sensory distance between the player and the character. The two share nothing; the marionette is nothing more than a tool with good aesthetic value.

As a puppet, the player inhabits the object only partially, all decisions are unmitigated by the puppet and are made for the direct, unencumbered benefit of the player or the story or something external to the character object (even if that benefit is the player’s sense of the character’s continuity in the story). The player has some amount of emotional investment in the character object and may have a very detailed blueprint of the puppet but is not influenced by the character object directly. Influence on the game is equally (qualitatively and quantitatively) made via the character object and directly without it.

As a mask, the player maintains a distinct identity within the character object, but has established an emotional, often empathic connection with the object and uses it as the primary vehicle to influence the game. The player is influenced and informed by the character object, and the character object is willfully given a measure of transformative power over the player as a goal of play. The player can take intentional action in the game that is uninfluenced by the character object, but optimally will do so only through the funnel of the character.

As a possessing force, the player abandons a personal identity and surrenders to the character object as a goal of play in order to directly, experience the full subjective reality of the character. The more intensely this is done, the less able the player is take any self-directed action as it does not originate from the (the player’s matrix) of the character’s subjective reality. This is all the way up the Other scale.

I / Other Scale

Once again, the purple dot is me (my trended behaviour, mind not an absolute that doesn’t exist). The empathic connection to character object is critical to my goal and my payoff, because it is in the ability to feel the emotionality of my character object’s response to the story that my impassioned engagement is fueled and the cathartic response is won. However, it is just as important to me to not then extend to allow the character to be a possessing force because to create really effective cathartic situations and get my Epicaric Virago on, I must have the freedom to manipulate the character and drive her towards badness and strife.Brand is the red dot again. He doesn’t need to be up close and personal with any particular character object in order to get his groove on. In fact, having to live within the confines of a character can sometimes hold him back from getting at his payoff. The character is a very rich source of story bits and momentum tools that make the story hot, but they are not usually gratifying to him in and of themselves.Also it’s worth noting that as a GM, Brand interacts with the Other as if it were a marionette, while as a player, he leans closer to being a puppeteer. I have a similar shift, though not as pronounced: As a player I solidly mask the Other, while as a GM I interact with the Other as both mask and puppet.

So, you can affect the game directly as your self, or you can affect the game funneled through an interaction with a character object. These modes of play are determined by the kind of payoff you are looking for, the kind of goal you set to achieve it and most importantly, by the socket that you use to engage with the game. Now that only two of you (of the original three) are still reading, I’d also like leave you hanging by noting, that while I’ve talked about the Other as character object, I do think it might be possible that other kinds of sockets can also become the Other. Setting is a particularly intriguing one when you think about how no-mythers might marionette the setting while deep setting socket folks (Elliot, I’m looking at you here) may well be considered to be possessed by the setting. If you have ideas on this, post them. Somewhere down the line I’ll likely be coming back to this.

Covering the Bases

I’m pretty sure that the three of you that read Sin Aesthetics understand me when I use words like sockets, goals or payoff, but just in case my Great Aunt Gertrude decides to check in on me and is having trouble understanding what the heck I’m talking about, this post is a quick run down. For the sake of my lazy ass, I’m going to quasi cut and paste some from a couple of public conversations I had with Thomas Robertson, who asks too many damn questions for his own good, but as such is useful in getting me to explain my damn self.

Sockets:

The socket is the place in the RPG which serves as the participant’s locus of enjoyment. It’s the place where people plug themselves into game and give and take their focus and energy to and from. Obviously character can be a primary socket, because immersion wouldn’t be such a problematic word without the character being an extremely invested locus.

It’s also easy to identify what some other kinds of sockets are. Setting is obviously a socket for a lot of people. System is an obvious one too. We can be pretty damn sure in our community that there are Story socket players. There are other kinds, too: Social socket people, Choice socket people, probably a lot of others too.

I think that many/most people have more than one socket, that is, more than one place that they can plug into the experience of the game, but I suspect that there is always a primary socket, one that is preferred above others. I would say of myself that character is my primary socket, but that I also have a distant story socket as well. Farther still, I could have a social socket and a setting socket, even a choice socket… but the farther down the road a game pushes me to go to find a socket, the less like an RPG it will feel like to me, the less it will fulfill the body of what I come to games to for, and if always pushed to a different socket, the less likely I will be to continue playing the game.

Payoff:

This one’s simple, though figuring it out often is like pulling teeth. We all have one reason that we play RPG’s. Regardless of the kind of player we are, or the kind of play we do, our reason is one in the same: We come to the game to get out of game what we want out of game. People talk about the concepts of “art” or “game” or “play” as lofty ideals but in reality, gaming has a payoff for everyone who engages in it, which is why we play RPG’s rather than golfing, stamp collecting, worm breeding, singing in a choir or whatever else might have had an appealing payoff if RPG’s didn’t exist, or more importantly, didn’t give us what we want.

That payoff will differ vastly from person to person. For some, the payoff is simply “completely forgetting I am me for a couple of hours”, for others “engaging in an actively creative co-operative endeavor with people I like” might be the payoff. “Feeling fully, really challenged in a social engagement while making something that feels lasting to me” or “proving that I have the biggest dick at the table” might be the thing you want. “Being validated by other people recognizing my talents as a really good GM”, or “participation in creating an epic that was worth telling” might also be what keeps you coming back.

If some of those sound more important than others, if some of them sound right and some wrong, then you’re missing the point of why I am talking about payoff. There’s no right/wrong/better/worse/worthy/not worthy/valuable/not valuable when it comes to you and what keeps you coming back to the game. You want what you want. It’s whether or not you are being honest about what you want, both to yourself and to other people where things can get to being wrong. If my payoff is: “working hard, winning big, and lauding my victory” and your payoff is “non-conflict co-operation towards an emotionally engaging experience” we’re not going to play well together unless we really, consciously work at it. That doesn’t mean that either of our payoffs are better or worse, it just means we like different things out of the hobby.

You’ll notice too, that many of those payoffs in the list up top sound like they would align really well with the kinds of sockets I was talking about earlier. Is that surprising? It really shouldn’t be… we do most what works to get us the payoffs we desire, after all. In my case, with a primary character socket, a secondary story socket and a penchant for highly emotional cathartic play it shouldn’t be at all surprising that my payoff is something like: “to experientially feel a sense of emotional euphoria as a result of a powerfully engaging story”.

Goals:

Back in this post, I talked about some possible goals of play, though they were certainly not meant as an exhaustive list.

Goals in this context define what the end experience of the game is that you work towards, and may imply or suggest a method you use to move towards achieving it. Ideally, your goal should closely align with your payoff. I’ve seen lots of situations in reality where that wasn’t the case, but each and every one described a very unhappy player.

I had a friend who came from a heavy competition war gaming background who stumbled upon and came to really like the social dynamic of the LARP scene. Playing in it drastically changed the kind of payoff he expected from RPGs. He went from a payoff of “validation of my intelligence and cunning through hard won challenge” to something like “escapist enjoyment of being someone else in a highly theatrical mode”. The problem was that when he came back to table top, he employed his old high challenge, high competition skills and techniques towards his old goal, but could never, unsurprisingly, achieve his new payoff. He doesn’t play anymore, and most of the people he used to play with (post LARP) aren’t really sad about that.

So there you are. That there’s the basics: sockets, goals and payoffs. There will probably be more as I ramble on, but that’s where I’m starting from.

Immersion Goals Borrowed from Literary Theory

Borrowed from the literary tradition, I’d like to put forward some new words for your perusal that might help explore the differences of goals that exist under the catch-all word immersion. There may be others that would help too, but I think these three are important.

Catharis: Yes, I know you know this word, but do you know what means in the context of literary theory? Catharsis (which was introduced by Aristotle in The Poetics and means either “purgation” or “purification” in Greek) is the emotional effect a tragic drama has on its audience. The audience of a tragic drama would experience an overwhelming feeling of exaltation or relief following the drama because either they formed a vicarious identification with the hero which cleansed the emotions as if they have themselves had undergone the trauma of the story, or because the audience becomes so engrossed in the emotions for the hero that they are removed from the context of their own lives and return refreshed and renewed back to themselves following the drama.

Kairosis: is associated with the epic novel (association with the Greek meaning “the right time”, and represents the feeling of integration experienced by the audience with the protagonist. It is associated specifically with the moments of moral and psychologicical transitioning of the character in important, dramatically impacting moments. It is interesting to note that Kairosis is often achieved by challenging unique dynamic characters with typical, everyman dilemmas and emotionally engaging in the moments of change.

Kenosis: is associated with lyric poetry, and represents the audience’s abandonment of the ego manifestation in favour of the immediate emotional body and sensory manipulation of the poetic. It comes from the Greek word for “emptiness” and is used to achieve a feeling of timelessness or transcendence.

(If you don’t care about the words in their application in literary theory, you can skip this indented part.

***ETA: There’s more discussion after the indented part. Pick up the post again in the paragraph starting with: “So, what the heck am I talking about?”**

When I look at these terms, I make some adjustments on them to compensate for the differences in the method and process of the act of roleplaying:

Where we in a widely literate, educated and media saturated environment have specified, culturally driven, inherited understandings of drama, and in a world where the lines between the novel the drama and lyric poetry have been distorted, deconstructed and blurred, it seems to me that goals may not cleanly align by the form but can still maintain similar extant resonance to the emotional outreach of the audience.

Where we, as roleplayers, serve as both the authors and audiences of our own characters, inside a dynamic, living drama rather than a static text, we can elect to chase the fulfillment of multiple goals at once.)

So, what the heck am I talking about? Well, I know for a long time I have been describing my particular brand of character immersion as an intense, cathartic connection with the character in which I feel the character’s emotional state acutely, understand the mental process of the character acutely and objectively (rather than the character understands it: subjectively) and feel a vicarious emotional response of my own towards the character.

When I look at this in relation to the terms, I know Catharsis to be my primary goal: It is the place that the intense connection to the character is formed, in which I feel, simultaneously, the character’s emotional state, my own emotional state, my character’s inner workings, my own inner workings and my empathy for the character. Catharsis will make me physically weep when my character’s lover dies in her arms even if she does not shed a tear, because while I feel her emotional state as acutely as she does, I am feeling it vicariously. I am immersed in who she is, but I am not her. The feeling of exaltation or relief is something I can validate. An intense, cathartic immersion experience can leave me feeling a little high in an emotionally-induced endorphin way. This goal, IMHO, is all about feeling (For you following the MBTI stuff, it is an immersive F gamer’s playground).

I also know, although it is not part of my description above, that Kairosis is a frequent goal for me. It here that I go to for the moments of resounding transition; the moments that feel as if the soundtrack on the drama has picked up and the character’s life and the story will never again be the same. The “right moment” of Kairosis is the one where the character and the story interact and change each other, powerfully and irreversibly. This one is both about thinking and about feeling. In order to do this reliably and intentionally it requires a thinking setup, but transitions to feeling mode in the actualization of the moment’s resonance. I suppose it is possible to be setup and actualized both in T mode, but I’m not sure if it would lead to the immersive integration that the goal is looking for. This kind of immersion could serve story socket players as or even more effectively than character socket players. It is also, I believe functionally incompatible with Kenosis.

Kenosis is not a goal of mine, but one that is associated with the term immersion quite frequently in discussion, especially in association with larpers over the pond. Also called “Deep IC” or “altered state flow” or that I have been calling “submersion”, the goal here is to feel completely like the character and to feel as little like yourself as possible. The feeling of timelessness or transcendence is something that a lot of these folks talk about, even sometimes going so far as to compare it to a religious experience. Again, this is also about Feeling, I think (MBTI note: and I would think that it is commonly a goal of “SF” immersive gamer types, who would require strong myth to make a full transition from self to character). Note: This kind of immersion goal would also work as well for a setting socket player as a character socket player: the goal would be to get out of the player’s world and into the world of the player’s character.

I also think it’s interesting to note that when looked at this way, it’s unsurprising that there is so much debate about the compatibility of the goals of nar games and the goals of immersion. A goal like Kairosis requires intentional dramatic framing and intention to achieve the synthesis of character transitioning in the right moment and as such would be perfectly compatible, whereas a goal like Kenosis may repel such deliberate constraint, or force the player back into his own head, making the styles incompatible.

Also, it gives some good groundwork for why immersive players are at odds as to what kinds of game processes or mechanics are counterintuitive to their immersion activity. A Kairotic Immersives might not have trouble discussing stakes or out of game strategy to optimize the “right moment”, Cathartic Immersives might have no trouble authoring to intensify drama but could have real trouble any time the game required transition from a Feeling to Thinking mode, such as crunchy calculation or resource management. Kenotic Immersives might find any out of game negotiation that draws them out of character unappealing.

Death and Mourning.

This post has been sitting in my pending file for some time, and Chris over at Deep in the Game reminded me that I never finished or posted it.

I remember a time when ending a game was a thing I never looked forward to. I remember, in fact, dysfunctionally digging my heels in hard and resisting it to the bitter, dissatisfied end. Characters are my emotional sockets to the games I play. They are the conduits that funnel my energy into and out of play, and the catalysts which allows me to play hard, right up to the edge, and not get burned. I didn’t much trust my GM’s to do my characters (or the story) justice in an ending, and that lack of trust was earned in many (but not all) of the games I played.

With the advent of Nar play, where I can push or pull endings of my own instigating, I find myself far more interested in participating in them. I’ve had a number of big ones over the last couple of years, one of which I talked about over on Fair Game in “The End of the Game“, the other was Kika’s end that I rambled about in my my push/pull actual play post.

In reflecting on them in recent weeks, I’ve been musings about character deaths and the preferences of players around them.

I have a friend (who played Dae, the barbarian warrior woman from the that Exalted game) who is adamant when negotiating her social contracts that the possibility of character death is NIL unless the player declares an authorial intention to die. This doesn’t stop other players from choosing to receive the grim stabbies, but it means that regardless of her actions in game, her character will not die by any means but by her own out of game declaration.

Now before anybody asserts that this is a dysfunctional, dickweedy, or assy attempt to play without responsibility or consequence I’ll pre-empt with this info: I’ve been playing with this player for about 12 years, and in that time, I don’t ever remember a single situation where she spit in the face of death and then refused to die. Despite the fact that I introduced you to her as the player of a warrior, she usually plays social, non-combative characters.

Why the !death rule? Well now, that’s a complicated question. I’m not sure I have the answer. I’m not sure she could even tell you herself. I have some theories, though. I may be talking out my ass, here, these are just based on observation and speculation and are not actually from the player herself. She does read this blog though and she’s welcome to clarify or expand on anything I put down.

The concept of possibility is very central to her personality. In life, she’s not someone who’s comfortable with a lot of restrictions. She likes her options open, and she rarely closes doors behind her. She’s so taken with possibility that she often finds herself having trouble finishing things. So on one hand, we could make a fair assumption that she doesn’t like her characters to die simply because it means the end of the possibility of the character and shutting the door to possibility is fundamentally (as opposed to tangentally) antithetical to who she is.

RPGs are the playground of wish-fulfillment, and this player likes the heck out of that jungle gym. Every character that I remember her playing in has at least some element that the player would aspire to be or have something that the player would like to have (freedom to be uncensored or unfettered, considerable social power), and I suspect that she engages in immersion because (at least in part) it allows her the ability to feel like either she owns the quality (when she would actually aspire to have it) or the freedom to play in the quality tangibly.

There are definately times I do the same thing with my characters. mostly my big spots are confidence and power. I often borrow from my characters the ability to be hotheaded, spontaneous, thrillseeking. I borrow their bravery and courage, their right to live in the world without being morbidly introspective about it.

Is this the manifestation of our imago? Is there a creation and experimentation of the ideal us in the characters we make – even in those that aren’t us, or that we don’t like? Do we establish our own potential by being in the playground of someone who can, and is this why giving up characters is so difficult for some of us? Do we feel like what we have proven that we can do becomes unowned when a character dies? Do we mourn the loss of that potential when our characters die?

Now for myself, I’ve discovered that when it come to the end of a character, I actually prefer death as an ending to a living ending, and I had to look at why…

I think that its because unfulfilled possibility is a tragic thing to me, because knowing that there was a character that I’d invested in, that was the locus for such fun is still alive and still out there means that there is still room for exploration, still more to be played. A death means that everything was played out, it means tangible closure. Resolution and reflection are really important to me. I think that when the character dies, I can strike the set like I used to do in theatre and pack the bits and pieces back into me.

Note: I didn’t post this so that somebody could start a debate about what’s better or worse, or what’s functional or not, so don’t bother with those. I’m interested in our psychological and emotional attachment to character and to RPG’s in general.