Or is it god-modding? Not that it strictly matters, because
you know what I’m talking about, but the lack of a unified term makes for good
representation of the problem itself. For the sake of this post, I’ll try and
be consistent and refer to it as “god-moding” simply because that’s what I’m
used to, and it makes more sense to me, but you could make a reasonable
argument for either. Like meta-gaming, this is a term that probably gets most
of its popularity from the tabletop scene, but it’s spread to all other forms
of roleplay. Our desire to play the deity part is because we are already human.
If this term really did gain traction through tabletop
games, then the primary fear there would be simple fairness. If one character
“god-modes” then it upsets the tentative, statistical balance, which is usually
reserved for upending by a designated game-moderator or dungeon-master. Also
like meta-gaming, the rules are simple here too: you control your character and
no one else’s. To disrupt this balance is poor sportsmanship and damages the
integrity of the game. We make rules against god-moding in roleplay for the
same reason we make rules against going out of bounds in sports. In football,
the quarterback has to throw the ball behind the line of scrimmage. In
basketball, the player has to dribble the ball to move it. In soccer, the
player can’t use their hands. In roleplay, the writer cannot play as God. This
is fundamental.
It’s also complex, though. For this reason, this post is one
of my longer ones, even though I’ve done my best to keep it concise and on
point. Bear with me; there’s a lot to think about here.
The "Simple" Idea
As I’ve done in the past, let me make quick work of the
obvious stuff. God-moding is the act of controlling circumstances you’re not
supposed to control. (Notice how that could mean virtually anything?) It’s when
the writer steps beyond their authority and implements or enforces a reality
upon the other writer that would normally be the other person’s proprietary
right. The ultimate and (painfully) obvious example of this is controlling the
other person’s character, the stereotypical example of “I throw a fireball at
you, light you on fire, and watch you burn to a crisp over the next thirty
seconds.” I don’t even need to explain why this is a problem, but for the sake
of my larger argument I want to deconstruct that particular idea a little bit.
What are you doing? Throwing a fireball. Okay, got it. Then
it lands on your character, and now we have a problem. Well, why? Simply,
because your character, in the moments it took mine to throw the attack, could react in some fashion. They could
dodge, raise a shield, or just… I don’t know, eat it—maybe literally. The rules
against god-moding state that I have to give you a chance, because otherwise
I’m subjecting you to a reality I do not have total permission over. We play a
delicate game of joint-venture here. I control my actions, you control yours,
and we somehow split ownership of the environment. As long as those things are
respected, the god-moding rule can lie dormant, and everyone can feel good
about themselves for not falling as low as to god-mode of all things.
The Disconnect
Suppose there was a civilization that had a law against
murder, the chief aggression, but no law against torture, rape, and so on.
There’d be an issue, right? The singular law against the chief evil, while
important, might create a disconnection. People would know that murder was
off-limits, but everything else might seem like fair game—or, worse, expected.
The idea of making god-moding a singular rule to deflect bad roleplay is
troubling, and most places will recognize this. If it’s a roleplay based around
fighting, action, adventure, and the like, you’ll probably see rules against
“Power-playing”. However, whether the extent of the violence is throwing
fireballs or just throwing insults, most communities recognize that you don’t
want an army of unbelievable characters running around, tearing up the
landscape.
By creating a singular rule against god-moding, and then by
trying to fill in the gaps with “don’t make your character too crazy” rules,
most people seem to think they’re safe, but they’re not. The sad fact is that
most people god-mode regularly and unknowingly, but because they’re so used to
considering it only one direction, they assume they’re doing just fine. After
all, they’re not like ‘those’ people
who have no regards for a character’s boundaries, blatantly disregarding the
rules of common roleplay. Err, right? In many ways, this is the same problem as
with meta-gaming, but it’s actually a lot more challenging to define and
approach properly. With meta-gaming, the street you’re worried about is the one
between the writer and their character, and that’s pretty simple. With
god-moding, the concern is between your character and their character, and that
can look like anything. You could be
chopping their head off, but you could also just be assuming what they’re
wearing, what they’re doing, or what they aren’t
doing.
The "Expanded" Idea
In reality, the issue actually isn’t between the characters; it’s between the writers. Let me
return to the definition I gave a minute ago: God-moding is when the writer
steps beyond their authority and implements or enforces a reality upon the
other writer that would normally be the other person’s proprietary right. In
other words, you’re supposed to think about it like a human interaction, and
not like a novelized interaction. In a novel, you control all the working
pieces and parts, from start to finish, but in a roleplay (I would argue) it’s
supposed to be different by its very nature. If you want to write a novel, go
out there and write a novel, and let roleplay be its own thing in the meantime.
So let me take god-moding a step further. I’ve hinted at it
above and talked about it in other places, but you can cut into the other
writer’s proprietary space by simply tying their hands. If you write a ‘Long
post’ for example, you can easily god-mode and exclude my character from being
able to breath. What if they would cut you off halfway? What if I wanted them
to sprain their ankle halfway through that walk, but you just finished it and
now we’re someplace completely different? You can god-mode by forcing someone
into action (such as taking our analogical fireball) and you can god-mode by
forcing them into inaction. People do this all the time! But they don’t think
about it nearly as often as they should, because they assume that its indirectness
makes it acceptable or, worse, necessary.
I’ve only heard the term used a few places, but to “bunny” a
thread along is basically saying, “Hey look, I’m bored, so now they’re in this
new place, and I skipped over some stuff.” It can effectively dismantle the
other writer’s ability to respond at all, robbing them of perhaps a vital
character moment, and it’s incredibly frustrating. Sometimes people have the
common sense to ask, and other times (hopefully more often) they just have a
good sense for the tensions and stopping places between the characters. There’s
an art to this, and I’m not saying it can’t be done well, but I’m bringing it
up because the concept is really important: before you “bunny” the plot along,
consider it just as carefully as putting a knife to my character’s throat,
slitting it, and watching them bleed out in one go.
But the God-Moding Rule is a Problem
Sorry, what? Wasn’t this fundamental, basic roleplay, and it
exists as a rule on every community for a reason? Well, sort of. Just because a
rule is there—just because a rule has always
been there—doesn’t necessarily make it right. We put up rules against
god-moding for the same reason we put up requirements for character
applications to have a history. Primarily, it’s a mitigating factor designed to
stop the bleeding the worst offenders would make by romping through our
roleplays. Once you go beyond that, though, the rule begins to create more problems
than it fixes, and this is where we come full circle.
Remember before when I said that if my character hurls their
fireball, you’re supposed to have a proprietary right to respond? What if,
reasonably, your character actually shouldn’t be able to? What if my character
has the edge, your character is slower, and no reasonable reality exists that
doesn’t end with a smoldering corpse? To push the edge and just assume the
logical result is pinned as god-moding, and that may or may not be accurate.
Regardless of what you call it, though, it’s not inherently bad.
Consider again the origination of the fear and consequent
rule: tabletops. Is it fair to say that post-by-post roleplay is a little
different than a tabletop game? Yeah, this may vary depending on the style, but
there are a lot of differences, and that’s a good thing. To just assume that
simple god-moding rules are just as applicable to written roleplay as it is to
a tabletop, though, seems short-sighted. I started this by talking about the “Simple”
idea and then compared it to an “Expanded” one. Here’s my distinction: simple
god-moding is not always bad, but the expanded idea almost always is harmful.
Let me pick that apart for a minute or two.
What’s Actually Included in the Writer’s Proprietary Rights?
Playing the “Victim of God-moding” card covers a multitude
of sins. I jokingly suggested your character could simply (literally) eat the analogical
fireball. Compared to the horrors of how atrocious god-moding is supposed to
be, a response even as ridiculous as that is suddenly fair game. Even though
logic may suggest your character really should be a smoking wreck by the end of
this, the rules against god-moding provide the infinite ‘out’ of any situation.
Where rules against god-moding were supposed to protect your character’s sovereign
right to respond to a situation, it goes further. Suddenly they support a claim
that you not only have a proprietary right to your character’s response, you
have a right to their very destiny.
This is not true.
Have you ever been powerless in your life? Yes. By
extension, wouldn’t that mean that your characters (who we want to be like real
people, right?) would also experience that? As their writer in roleplay, to try
and pull the cord to save them from something is god-moding in and of itself.
Why? Because you don’t have propriety over everything. It doesn’t belong to
you. The moment you enter into a roleplay with another person, you are
submitting your character the possibility that you as a writer may lose
control, because you’re entering into a shared domain. This is roleplay, not a
cooperative fanfiction. In roleplay, I can nudge and maneuver and instigate,
but to assume I can control my character’s very destiny puts me in a deity-like
state.
Because when things fall apart and suddenly it’s not going
the way I want it to, I have some options. I can pull something ridiculous
together (I know it’s unbelievable I would dodge that bullet, but I really can’t
afford to let them die right now, and it’s technically possible, so…) and just
try and move on. Alternatively, you might try and play the ‘Deus ex Machina’
card and manipulate the environment to save your character by means of divine
intervention. Or, maybe you just simply ask the other writer to change their
post, explain your situation, and hope they’re nice to you. That last option is
probably the most reasonable, in a roundabout way, but I’ll talk about OOC
constraints another day.
If your character is screwed, it's possible they've been
screwed for a while, and it’s just now coming to a conclusion. I’ve been
talking a lot in terms of overly dramatic events, like character death, but
this applies on any level below that too. Maybe your character is having a
fight with a friend over who dates who, or something silly, and your character
says something dumb. The ownership of responsibility for that is yours, and
contriving a way around it with a god-moding ‘oops’ button is cheap and disingenuous
to the writing. The god-moding rule gives people a ‘Control Z’, an undo button,
which reduces responsibility and promotes careless writing. Not to mention, so
much of the fun in writing is the tension and drama between characters. If, at
any time, you can invalidate someone’s actions, it takes away from the tension
a little bit, doesn’t it?
Better Tools
The reason we feel the need to have godlike control, to have
a do-over button, is because of the inherent limitations of roleplay and,
consequently, our inherent limitations as people. When writing, you may very
well just make a mistake. It could be something huge, like forgetting where
your enemy is, or it could be something small like forgetting the time of day
in the roleplay. We allow for some Out-of-Character gimmicks because we as
writers make mistakes. After all, if the character made a mistake they shouldn’t
have made (because of the character’s nature is better than that), to punish
them for the writer’s shortcoming is actually, I would argue, meta-gaming. In
that situation, it seems appropriate to shoot someone a private message and explain
the situation.
If that’s the human limitation, though, then there’s
certainly a system’s limitation inherent in the writing medium and style.
Roleplay should mimic human interaction, but there are natural restraints with
timing, mood of the writer, and even just practical things like “I have no way
of knowing if you’ll interrupt me right now, so this is the best I can do.”
Instead of just living by the typical god-moding rule credo, where “what one
writer has made, no other writer shall unmake”, there are a couple of better
tools. Normally in roleplay, once a roleplayer has posted something there’s
this understanding that it’s set in stone, unless they decide to change it. This is cornerstone in enforcing a
god-moding rule, because where else would you draw the line? Consequently, this
is why people get so offended when you disregard parts of their post. They’re
thinking about this like writing a coop fanfiction, again, where the posting
order is also neatly tied to the chain of events and realities of the story.
Roleplay is more fluid than that. Leave it behind, and you’re
going somewhere better. The best tool for this is one of the most groaned at
devices in typical story-telling, but it’s so useful in roleplaying in the short term: the retcon. Simply, you look
at the person’s post and go, “Hmm, no. Actually you didn’t even get through
half of that, because my character did something instead.” It’s the writing
incarnation of “I reject your reality and substitute it with my own.”
Under the “Simple” idea of god-moding, where proprietary
space is only a matter of posting separation, to retcon someone’s post
infringes on a sovereign right they assume to have. With this sort of “Expanded”
outlook, though, redefinition of some of those lines occurs, redrawing them
more on realism and less on simple posting-sequence. After all, the need to
retcon someone’s post exists because someone already infringed on your sovereign space, and you’re simply rectifying
the matter. This doesn’t even mean the other writer has failed, because so much
of this arises purely out of natural limitations that will never be completely
removed. Rather, you’re just using a tool to keep things sane.
I said there were two tools, so the second is this: write
really short posts. This can work in some situations better than retconning, so
I won’t try and say one is always better or worse than the other. Generally,
though, very short posts (like, it lasts as long as a couple of seconds, or a
single line of dialogue) can create problems. Roleplayers have natural
limitation like “I posted this on Thursday, and by the time I got to post again
on Friday, I had forgotten something or my mood had changed.” Just be careful
here. Theoretically, though, it also solves the problem, because it reduces the
ability to god-mode.
The Breadwinner: Trust
As I wrap up this lengthy post (sorry), let me touch briefly
on the thing that binds this altogether. Given all the arguments I’ve laid out
above, it’s very easy to imagine something falling to pieces in moments if
there’s no reason to trust the other writer. You and your fellow roleplayer are
peers, and you need to respect each other as such. For this to work without
ham-fisted god-moding rules that oversimplify your authoritative space, the
writers themselves need to have a good sense for this and be willing to trust
the other person. Seriously, I’ve seen people write long, isolating posts
simply because they were worried the other person might take advantage of them,
given the chance. Scary, right? Roleplay is social and peer-to-peer, so it’s no
wonder you need trust to make it work. When you have it, though, it’s way
better than the ‘he-said, she-said’ shouting match that the god-moding rules
tend to create.
No comments :
Post a Comment