aliasChibi
pronounsShe/Her
1,813written posts
offlinecurrently
Pure Gremlin Energy
I think a better solution to the above is clear communication as Feral is mentioning. There is a line of improvising in role-play since, similar to people, characters are complicated. They have layers and I am not sure about anyone else, but those layers are where the intrigue is for me. As long as someone communicates to me something may need changing because X character's feelings, motives, recent happenings, mood, etc, then yeah, change the plot.
Call me old-fashioned if you want, but characters do have opinions, thoughts, moods, motives, feelings, happenings, etc and that is apart of what gives role-play an intriguing complexity. There is a lack of a script because sometimes I can sit there and tell someone "You know... I don't know how Y character will respond, so we can see what happens." It is part of the fun and is why I try to be upfront to begin with the fact I will not be forcing my characters to do anything. As I have said before, I will flex a situation, not a character. If I can make you a situation to give you what you like, sure. If I can't, I will communicate that to you.
So to put it simply, I view my characters as people. They are not tools, playtoys, dress-up dolls, etc. They are people who I have created to write a story and at least to me as a writer, a forcing of character is not fun. It would, if anything for myself, beg the question of why bother with character variety if I'm going to just mould them to do whatever I or another person wants? Overall, that is how I see it. Thus, I think communicating or situation bending would be a good solution over character bending every time.
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