They are monsters:
I’ve noticed a trend spanning across many servers over many years. Creatures are almost always played as people, but with a quirky dark side. The lore is rarely followed thematically, as much as it may be mechanically, and ends up making the concepts behind said mechanics seem incongruent with the stories that take place on the server itself.
One such example, from my own community, is the idea that Fjarriagua are just women who kill men on the weekends and are divas the rest of the time; that their disconnection from their humanity as they grow older (or advance tiers) is often ignored. They spend more time among descendants than with their own coven, despite lore insisting the inverse should be the case. On a practical note, I understand one must stimulate roleplay and playing with the same few people can get boring. To this I say:it’s what you signed up for. Part of playing this creature is to form a coalition with others like you. If the lore indicates they find comfort in each other, if they’re pack oriented, what have you; it’s what they are. Going against this and having a character act on their own most of the time without any repercussions only serves to prove the point that lore doesn’t matter to players.
When a magic or CA is written poorly, it can be exceedingly difficult to extrapolate from. However, even in vague pieces, there are still points where it must be explicit about things inherent to the creature, at risk of ill-equipping the player for their role. Fjarriagua is no exception. They are coven based. One cannot function on their own for extended periods of time without psychosis, depression, or even violent outbursts from the aforementioned mental turbulence. It is not often convenient to write these out. However, nothing about the CA is convenient. They have to feed often, they become paranoid when left alone and are easily injured by flame.
Siliti also form covens; they rely on each other for more than hunting. To share knowledge, or put heads together to scheme, or to perform a ritual. Most CAs, I would argue, are group based; roleplaying is, after all, an inherently social hobby.
I’m certain some people feel as though their roleplaying experience is deppreciated by a fellow, less thoughtful roleplayer. The same people will often erroneously intertwine OOC feelings with IC actions. We are ultimately people and can pick and choose with whom we enjoy the hobby but if Player A does not like Player B, Player A shouldn’t antagonize Player B in-characterly based on this issue alone.
Why do I mention this?
Every great storyline has the potential to be completely muddied by OOC feelings, including the basis for how a creature or magic is played out. Spreading a community out in small pockets, which has happened for many communities, only harms the whole in a server that struggles with centralizing roleplay to begin with. The less interconnected and tight knit a CA is, the more they and those they interact with have to lose at an OOC level: the bits of time they have to invest in their hobby and the willingness to continue playing all together, given all of their proverbial eggs are in one community, are at risk. Communication becomes muddied, a game of telephone follows and before you know it:
Your lore is shelved.
What is the solution?
This is a complex issue to tackle. Most of us join a community because we are intrigued by the idea or know somebody within it. Once we form a part of it, in whatever way we were introduced to it - with the narrative’s health in mind or without it, - it can be difficult to change our play style.
Really taking the time to understand the lore and player culture surrounding a magic, CA or even ‘mundane’ communities is going to be beneficial to you, the player, 100% of the time. Understanding the foundations of the lore are going to make your storytelling so much easier. At the end of things, what keeps us coming back is the community and drive for telling a great story collectively.
I have been writing for nearly a decade. Roleplay is a good, often novel and always entertaining means by which to explore the passion. Any time I interact with someone as a player, I hope to leave them with a good impression: that I helped peddle their story along and the confidence that they definitely pushed mine forwards, as well. I am only writing this because I care about storytelling. Bringing a character to life, giving them a personality and backstory is one of the most enjoyable aspects. Being jaded also tends to come with doing something for a long time. I am not the exception. This post is evidence of that in spades.
Carrying out a believable and effective villain is much more difficult than playing everymen. These characters are completely opposite to myself morally. It was this added difficulty that forced me to research more into what I was going to be playing as. The more I learned, I was able to extend beyond the lore with what I call ‘yes and’. I am aware this is a popular theatre term. Acknowledging the core of the creature, AND how can I play this out?
For example:
Frost mothers would do anything for their coven. For their daughters. AND, they are no longer people. A living, normal mother would be kind and caring. Fjarriagua are monsters, they aren’t capable of love as a human might describe it. I interpreted this as a Mother Fjarriagua being a creature who cannot love, but thinks it can. Anyone who has a Fjarriagua who has interacted with mine knows this. She is as cold as she is emotionally manipulative. However, it is her duty to maintain her coven's livelihood. She will keep you alive, but she cannot love. When it is beneficial, a Mother can be nice but never kind. There is always the underlying question of: What can the Mother get out of this situation?
Here is where my gripe lies. Players that have had the opportunity to play a Coven leader take the idea of motherhood within the context of Fjarriauga very literally, assuming they are doting and normal, living motherly figures. The context is stripped completely. It is in part up to the lore writer to make clarifications. It is also in part up to the player to apply the context needed. If you are playing a monster, the normal social rituals and rules do not apply. These are not people with magic, people with anger issues or even living beings. They’re Undead, pantomimes of the human experience neither living nor capable of leading everyday lives, let alone passing on to the next. The very reality of that is maddening enough. For any character to be alive hundreds of years longer than they were supposed to is a huge mental toll. This is something that also has the opportunity to be played out extremely well.
When we apply the context needed for these creatures, we open up so many avenues to playing dynamic and fun villains. We open up collaborative opportunities for those in our communities, we push stories along and we keep our many overlapping circles we roleplay with as a whole- alive. LotC is only here because all of us keep it here. Part of telling a good story is being not so good, and accepting the downsides that are inconvenient. Believable characters are flawed, more so for villains. It is okay to depart from the idea that a creature is just a mentally twisted human or descendent. It is equally okay to let go of the need to have something to yourself and to cooperate with the people that make the thing you hold dear possible at all. Resources on Writing: