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Conflict in Role Play

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Conflict in Role Play ( )

Postby Prose on Fri Jun 11, 2010 3:55 pm

Conflict in Role Play

Being here as long as I have been, which is longer than it seems believe me, there has always been something bothering me about the roleplay that occurs (especially chat) here. Now this excludes the Arena because it is built on combat. There always seems to be no creativity when it comes to building conflict. Players and their characters are too quick to allow themselves to just fight anything that they come across who may disagree with something their character said or did to someone else or themselves.
Mary Sue bashed her eyelashes at Gary Stu, so Lary Who went to go punch Gary Stu in the face.

Instead of something of this nature:

Mary Sue bashed her eyelashes at Gary Stu, so Lary Who walked over to Gary Stu and kindly asked for him to put his amazing abs back in his shirt. Afterward, he left to go speak to Mary as to why she was "enjoying" other men, when she claimed to love him and no one else.

Instead of having Lary Who turn to the girl and ask her what was going on, or going into a deep thought process in his mind to come to a conclusion about Mary's actions, Lary immediately went to go attack the source. Now where is the fun in that? There's no build up of the conflict and there's no suspense. You already know what's going to happen, and why it happened. To me, personally, this is not fun to read and it's predictable. Also, when trying to make your characters come alive, this situation is not believable. I highly doubt that the majority of us would have the gall to approach someone we don't know and start fighting them.

What I am trying to do here, is not beat down the writing of anyone. What I am trying to accomplish is to offer different ways to have conflict with other characters without combat!

The first example that I gave you, the most common outcome of conflict, is boring, droll, and not unique. It will only lead to an e-peen battle of who had the biggest ego, and I am fairly confident this is the reason why we have so many powerful characters who reside around the site. They just know that someone is going to create conflict with them, and they want to have the biggest guns so their character doesn't get slapped around too badly. Honestly, what's wrong with losing? Nothing.

The second example that I offered seems as if it solves the conflict but it only re-routes it to where the problem really lays. It wasn't Gary Stu's fault that Mary had been looking. It was only Mary's fault that she had. Since Mary and Lary are in love, there shouldn't have been a reason as to why Mary started drooling over another man. Apparently something is going wrong and now Lary wants to get to the bottom of that! This creates a great alternative to fighting and it's still conflict! Mary and Lary now have to go through an entire plethora of conflict solution options! Will they break up? Will they get into a heated argument? Will they fix things and stay together?

Conflict in fiction can be hugely diverse and creative; just as dynamic as the characters that I have seen in my role play career. It makes a story interesting, gives it a goal to accomplish, and just makes it plain fun! Conflict in writing is a very much needed thing and to make it as boring as just instantly going in to fight, well... that puts any great writer's work to shame, in my belief. But, I want to also add that it's not always this epic, huge, must-solve-problem deal. Conflict, as I said, comes in many shapes, sizes, and forms. It can be as small as a passing thought through a character's head that creates amazingly suspenseful and emotional conflict inside that character! And that's what I love the most in writing, right there, having internal conflict. Why? Because it makes the character realistic, alive, and believable!

There are different types of Character Conflict:


  • Internal: The character has difficulties deciding what they want or what they want to do.
  • Relational: The character has a problem with another character or characters, either outwardly or inwardly.
  • Survival: The character has come to face with a decision he needs to make in order to live or to die.
  • Situational: The character deals with an immediate conflict -- interests, problems, ambitions, wants, needs and situations of others and their affect on the character.

Being a collaborative writer, care must be taken with how you approach these situations that come up (and they will!) when writing with another author. No matter how small, if not dealt with the correct way, it easily damages your character and can instantly make your writing inconsistent (which is very bad!). So don't be so quick to grab your sword, light saber, gun, fists, etc. Take the time to draw out and build the conflict's suspense! Not only will it develop your character's inner mind even more, but it will also draw in the reader and make them want to get to know your character. Being able to write good conflict isn't the one who comes out victorious; it's the one that tells the story behind the conflict and gives meaning to the whole ordeal!

Coming to a Conclusion:

Conflict is the infrastructure of writing, and thus for role playing as well. Without it, there is not going to be a story. But again, it does not have to be a fist-fight every single time. Remember after reading this, that creating a suspenseful story is as easy as adding a few internal thoughts on a situation, having your character struggle through a decision they need to make, and then coming to the conclusion. Just jumping into physical combat is not building on your character, and if a character does not evolve and change throughout a story, the plot becomes dull, lifeless, and boring. And you wonder why you get bored! So, take in mind, add a bit of subtle conflict, or try approaching external conflict from another view point. Attempt to look inside your character and see how he truly wants to react. You characters will tell you, you just have to listen.
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Prose
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Re: Conflict in Role Play ( )

Postby UnderINK on Fri Jun 11, 2010 4:29 pm

This was very well written. I do have to insert my two cents, however rhetorical your questions may have been. The reason people fight at every little turn is because they don't know how to create dynamic conflict---- that is, when the plot itself doesn't involve enough interesting conflict (which does NOT mean fighting), it tends to be vented purely through the personality of the character. With enough conflict in the plot, the person can focus on making their character's personality dynamic and depth. So all in all, when you come across problems like you listed above, it's because the general plot is not well thought out or they're playing just to play. Now, what I have to say on that is that in some instances I just let it go. Roleplay is meant for the enjoyment of players, no matter how stupid their tastes are. As long as they don't infiltrate my plots, I am okay with whatever they want to do. It does degrade the environment of roleplay overall, but what are you going to do? All I can say is that's a case I would have to take on purely based on whim and hope it wasn't a waste of time. Haha.
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Re: Conflict in Role Play ( )

Postby Prose on Fri Jun 11, 2010 5:57 pm

I agree completely on what you are adding to the discussion, UnderINK! People tend to just jump the gun because they don't know how to react any other way to conflict than to attack it. That was the main purpose of this thread is to show the few that do come here and read this, that there are other ways. I merely wanted to point out a few factors in story telling, and to offer help to those that wish to learn a better way of making, and resolving conflict in a way that will be more creative, dynamic, and tons more interesting!
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Re: Conflict in Role Play ( )

Postby Kestrel on Mon Jun 14, 2010 2:13 am

Although generally I agree with most of the topic, I find it rather laid-out black-and-white of a description. It is rather judgemental against a certain type of character, or 'taste'; illustrated by using examples of the worst. And yes, the bad prevails in sheer quantity. But because they do, that doesn't mean the better developed versions of the same reaction-patterns are neccesarily boring and bad writing also.

I've played characters that jump to the gun because they don't know many ways to react differently. Not every character has to be a rational individual. Does it neccesarily make the character boring? I don't know. Maybe Lary is emotionally inconfident and gets self-concious at the sight of Gary's much more impressive abs. "What will I do? What will I do? Will she ever love me again?" he thinks, and sheer emotion takes over and Lary forsakes the little intelligence he possessed in the first place, proceeds to threaten Gary and exactly three seconds after Gary doesn't seem to be impressed, Lary panics and tries to use force to get his way.

Another three seconds later Lary gets his ass handed to him on a platter by mr. Universe; Gary Stu. But now the action is backed up by some content like character flaws and emotional background, it is much less dull and shallow.
Look down and see her ruined places
Smoke and ash still rising to the sky
She's happy that you're here but when you disappear
She won't know that you're gone to say goodbye
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Re: Conflict in Role Play ( )

Postby Prose on Mon Jun 14, 2010 2:40 am

I do love it when someone makes a good point! Well done Kestrel, and good show for adding another view on the subject here. Thank you. ♥
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Prose
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Re: Conflict in Role Play ( )

Postby qbsuperstar03 on Fri Nov 05, 2010 4:48 pm

I would have to second Kestrel's point of view. There are a number of possible reasons a character might instinctively react to conflict by putting up his dukes:

-He might have been raised in a society that prized combat prowess above all else, or is descended from such a culture (in fantasy games, half-orcs are prime examples of this).
-He might be paranoid and assume the worst in people, as with the Larry Who incident in the first post. People with trauma in their background often assume this mantle when the specific incident that brought said trauma on them is brought up.
-He might be fiercely competitive to the point that he can't stand anyone getting the better of him in anything. These are the sort that throw their controllers across the room every time they get sniped in Halo, if only because the guy that's handing him his ass isn't necessarily in the same room. Alternatively, he could just have anger management issues.

Indeed, the struggle within such a character that wishes to gain control of these violent impulses can create additional conflict within the story: It's for good reason that the outcast that struggles against the weight of tradition is a common heroic archetype. The best part about this sort of conflict is that it can't be solved with blades, and indeed a handy trick for making an interesting personality for a character is to include this sort of dichotomy in their attitude. For example, a paladin might have a larcenous streak, sometimes swiping the occasional bauble or trinket when he can justify it to himself.
How long will he keep on fighting? How long will his pain last? Maybe only the X-Buster on his hand knows for sure...
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