With
the possible sole exception of roleplaying, the use of stereotypes is considered
unacceptable behaviour.
Relying
on stereotypes can get you into a lot of trouble: assuming, solely on the basis
of a person’s appearance, that someone comes from a particular racial,
cultural, or socio-economic background, and that therefore they will behave in
a certain way, is, metaphorically, a really quick way to take a long walk off a
short pier. As they say, to assume is to make an ‘ass’ of ‘u’ and ‘me’. Mainly ‘u’,
but you get the idea.
However,
when it comes to gaming, it’s a really useful tool. Just as the genre of a game
fills in a load of information that the referee doesn’t describe about a place
and time, so too do stereotypes fill in blanks about the NPC individuals that
players encounter. In setting a scene, sometimes the Keeper tries to aim for a
certain outcome: obtaining that result, depends upon meeting, or foiling, expectations
Take
an example. The referee locates his team of players in a back alley in the
wrong part of town; the players are looking for an opium den to which certain
clues have led them. In setting the scene, the Keeper mentions the squalor, the
seediness and four individuals – unkempt, unwashed and unprepossessing –
loitering in the shadows. The referee can take the scene in a number of
directions but let’s boil it down to two options: one, the shadowy figures are
thugs protecting the opium den and its criminal network; or two, the figures
are undercover police officers keeping tabs on the joint. In the first
instance, the players will prepare a strategy to bypass the defenders, either
through guile or strength of arms; in the second, their approach will result in
considerable surprise when they discover the presence of agents of the Law.
In
the first instance expectations are met; in the second, they are foiled.
Having
stereotypes creates a kind of shorthand that flags to the players what they
should expect. Every type of employment or social position has a typical manner
of presentation, from bank clerks to rag-pickers; conforming to these behaviours
allows players to effectively anticipate events and reactions. Thwarting these
expectations produces surprise and interest: what if the rag-picker quotes from
Goethe and sings arias while conducting his business? How will your players
relate to him then? Where will this interesting character take the team?
Another
way to use the notion of stereotypes in gaming is in constructing a party; this
is especially useful when your players are time-pressured and sessions are few
and far between. Remember when you used to play Dungeons & Dragons? When you
put your team of players together you made sure that all your bases were
covered: Fighter to kill things and kick in doors; Cleric to heal damage;
Magic-User to blow things up; Thief to pick locks and scout ahead. Regardless of
the game that you’re now playing, this kind of role assignment is still valid,
especially when you’re trying to throw together a “quick and dirty” party for
an infrequent session. Most games outline various character archetypes that
support the genre that they’re trying to portray and they help very well in
this process – pick up any White Wolf game and you’ll see it happening.
Of
course, a game like Call of Cthulhu
doesn’t use strongly-defined archetypes for grounding characters (apart from
assigning skills based on an occupation). In these instances, it’s possible to
slap a label on a raw, undefined character and get a headstart on how that
character works in the milieu. Say
you have a CoC character generated
using the Journalist occupation skill set: you could just run with a
stereotypical newshound concept and come up with a Karl Kolchak persona on the
fly; or you could slap some other kind of label on the top and add a twist.
Say
you decide to call your reporter a “Brick”. To the basic skill set you add some
combat skills and you tweak their stats to emphasise Size and Strength; now you
have a journalist who’s not above intimidating sources to get their story, and
who’s not afraid to wade into the bad guys’ HQ in pursuit of a lead. Or maybe
you slap the label “Novice” onto your reporter: now you’re not defining skills
or stats so much as you are informing personality traits. This character will
trust to idealism and Luck and will unknowingly wander into trouble through
inexperience; a good Keeper will recognise that the player is accurately
portraying a chosen role and will match their characterisation with suitable
outcomes.
Other
labels you can apply are “Coward”, “Hard-bitten”, “Generous”, “Upbeat”, “Mysterious”
or “Stoic”. In fact, there are millions to choose from. It’s best to step back
from your character and look at what will best suit your group: do you have
enough gunslingers? Are there enough researchers? Enough people capable of
using magic? Discuss options with your fellow team-mates: if you are all hooked
in to what each of you are bringing to the group, you all (including your
Keeper) will know what you’re jointly capable of and you will be able to
anticipate your outcomes more effectively.
There is nothing wrong with stereotypes -- they to some extent reflect reality. The usual reason a stereotype evolves in the first place is because humans successfully detect patterns in their social environment. What is wrong is using stereotypes blindly, applying them automatically to characters without even considering the possibility of deviation from that most probable type. That creates flat characterization. But being aware of audience expectations and then modifying one's character away from that stereotype to individualize him or her is quite another matter.
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