This is something of a trope with my gaming group. It started with one specific member and has sort
of spread out from there. The basic idea
is that the character is so far outside of what is a normal experience that
while everything they do works and make legitimate, if somewhat "other", sense, that they just seem
bizarre and, well, crazy to outsiders. At
some point recently, one of us made the comment that my character, the insane
mage of the game in question, seemed to be getting crazier. To which the person who more commonly plays
the type responded that all her characters seemed to get crazier as they went
along. This has led me to thinking about
this seeming trend toward apparent flanderization.
As I see it there are two main causes for this trend of
seeming to behave more insanely as time goes on. The first cause is the author or player
trying to keep the character interesting.
The second cause is an in-story cause.
I will be talking about the second cause more extensively as it
represents interesting design choices in a character.
The first cause is the most likely. The primary reason for this is simple, a
character’s quirks, no matter how severe, eventually become routine. For a one-shot character this isn’t really a
problem, but for repeat character it becomes problematic. Sometimes the quirks are general enough that
this never becomes a problem because the same quirk can produce different
results in different circumstances. It
also helps if the series is episodic or less serious. For example, neither Bugs Bunny nor Excel
Excel need much in the way of depth to continue being entertaining.
When the time comes that a particular quirk is beginning to
lose its charm, there’s a couple of options: you can broaden the character and
add more depth so that they are more than the quirk, or you can start to
exaggerate the quirk and make the character more quirky. Sometimes adding extra quirks can be added
character development. The important
thing is that whatever is added is consistent with the character and developments
in the story. However, a lot of the time
the character’s behavior is just exaggerated or new traits are added with
minimal reason.
A case where the development of a character’s quirks is at
the least questionably exaggerated is with Monk. As the TV series moves along, Adrian Monk’s
behavior begins to move further and further away from some accepted
psychological diagnoses into the realm of absurdity that is clearly only meant to
provide for occasional points of comic relief.
The show remains very enjoyable,
but the development of Monk’s mental issues is not handled as well as the
development of the myth arc or the individual mysteries.
The second cause is only different from the first in that
the changes are either already planned to occur or at least they’ve already
provided reasons for why such developments would occur. One example of this is when you have a magic
system that leads to quirky behavior.
Lovecraftian magic is the most well-known case where a
mechanic exists to explain a developing change in the character’s sanity. The theory in Lovecraft’s writing is that the
more a person learns about the truth of reality, the more that their inflexible
human mind breaks in ever more grotesque and disturbing ways. As such, the more often an investigator
delves into cultists or supernatural activities, the more at risk they are of
becoming either a patient of the asylum or else one of the supernatural horrors
of the world at large. The only consistency
is that the insanities displayed are progressively more horrific rather than
quirky.
Similar to Lovecraftian magic, in some respects, is the
magic of the Dresden Files. Wizards and
sorcerers in Dresden Files draw their magic from a belief about what they are
at their core. Dresden is not very
subtle, so his magic is extremely blatant with lots of wind and fire. Molly, on the other hand, is very subtle and
her magic represents this with lots of illusions and mind magic. The nature of magic’s impact on behavior is
first brought up in dealing with the breaking of the Laws. The reason the Laws exist is that when
someone uses magic to accomplish something, it confirms something about their
personality, more so than if they were to accomplish the same thing through
mundane means. Killing a person with a
gun or sword will impact you, certainly, but killing with magic makes killing
part of your core nature forevermore.
While it isn’t outright stated, the same logic would likely extend to the
use of magic to do other things.
Dresden, for example, is exceptionally skilled at tracking spells and also
seems almost incapable of setting aside a mystery. His sense of justice and curiosity sometimes
drive him to do things he’d rather not do.
This is never outright stated to be an effect of his magic, and it may, in
fact, be more the cause of the way his magic takes shape, but it can still be
an example of a magic system that can result in changes to personality that
doesn’t necessarily have to end in psychotic madness like in Lovecraft.
Then there is the case of obfuscating insanity. In this case, the character is not really
insane, they just pepper there behaviors with odd behaviors here and
there. This ranges from ordinary actions
all the way to their tactics. When they
are doing it well, it is hard to tell exactly which behaviors are genuine and
which are artificial machinations. Having
played a couple of these characters, I can tell you it is very easy to become
the mask and just do weird things on habit.
This is with a disconnection from the actual character, so I imagine
becoming the mask is much easier for a real person pulling this artifice.
As to why this can help explain why a person seems to grow
crazier as the story or game moves along, there is a tactical concern. If you’re dealing with different people all
the time, all you need is a small pool of acts to fool people. However, when you’re dealing with the same
opponents it becomes necessary to expand the pool of tricks and also expand the
frequency with which the act is performed.
The fact is that with novels and games you are, indeed, dealing with the
same people all the time: the same readers or the same players and GM. The strength of the insanity act is that it
makes it hard to prepare for or predict what the character will do, so becoming
predictable is dangerous.
There is also the case where the insanity is real but not a
result of the character’s powers but due to some other trauma or experience. As an example of this, there was a character
in a game I ran named Ferral. She was a
NWoD mage whose parents were killed by werebirds and only her awakening to
being a mage and somehow teleporting herself hundreds or thousands of miles
away saved her life. At some point, she
started talking to the arcana as if they were people and even started
assigning them personalities and equated her spells to asking them for help or
playing with them. Also, she became
paranoid of birds went out of her way to kill them, eat them and destroyed
their souls in her daily rituals. Her
insanity was induced by something other than her powers, but the fact that she
acquired reality bending powers at the same time has shaped her delusions. As she learns how to access further arcana,
more quirks would get added.
Of course, you can also hide a fragment of the character’s
personality, something which would explain a lot of their behavior but isn’t
immediately necessary to enjoy or appreciate the character. As an example, I had a character named Teryna
who appeared to be a normal human girl.
Yet she behaved in a lot of funny ways that made other players look at
her in a range from being amused to being suspicious. She was a very honest and up front person and
almost always cheerful. She spoke to
humans, elves and other humanoids with the titles “Master” and “Mistress”,
identified animals as either “Food” or “Friend”. If she started getting annoyed with someone
she’d drop a title. People that were
dangerous and needed to be dealt with violently were referred to as rude. She had a host of other odd behaviors, most
of it based on the real life behaviors of a fox, adding taming and then magical
enhancement. The thing the other players
didn’t know: Teryna was a wizard’s familiar who died and whose wizard asked a
druid friend to reincarnate her. The
reincarnation made her human. So she was
a bit hyper, was enthralled with talking (sometimes getting words wrong) and
having hands and when questions about dangerous predators came up assured
people that she didn’t eat people. Oh,
and she was able to kill much bigger things now than she used to be able
to. Her central personality never really
changed, but her off-human personality and changing circumstances meant that
she never responded to things quite in the way anybody could expect…mostly
because they didn’t have all the facts.
They are all very interesting character type to play or write and
I have a couple prominent ones in my worlds at the moment.
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