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We Need a Face

Blah Blah Blah Blah Blah

One of my Saturday groups has just started up a Traveller game. Even though we knew we’d be doing a Session 0 to make characters together, we still had an e-mail discussion about what everyone wanted to play. Very quickly had a couple of folks who wanted to go the military route, someone wanted to try for an engineer or a pilot, while I decided I wanted to go for a scientist/medic type. When the remaining two players asked what roles might be left to fill, it was pointed that the group didn’t have a dedicated Face, i.e. someone who could negotiate and be diplomatic. Both remaining players immediately responded that there was no way they could play a charismatic, social character.

While not every game has clearly defined roles for the players to design characters around, there’s still a general inclination to make sure certain niches are covered. Regardless of the genre, most groups in traditional-ish games have the tough one, the sneaky one, the smart one, and so on. One of those useful roles is the social one as every group could use someone who can talk them out of trouble or negotiate better deals for the group. Let’s be honest, though: while there absolutely are exceptions, many gamers claim that charisma is their dump stat and stay away from playing characters that focus on being smooth and charming.

I’ve noticed when I run my Tales from the Loop one-shots at cons, the last character chosen is almost always the Popular Kid. Poor Sean is one of my favorites of the PCs, but most players look at his skills and decide there’s no way they can play a character where the focus is on being the master of social stuff.

In some ways, it’s a bit like that classic gamer trope where the same player always has to play the cleric because no one else wants to. In my groups, I’ve noticed the same players tend to always end up taking on the social responsibilities for the group, even if they didn’t want to be the designated Face. Sometimes, though, even they want to play someone who prefers to punch their problems in the face.

So what’s a table to do when no one wants to play the Face?

For Players:

For GMs:

So, that Traveller campaign? In the end, the character creation dice rolls decided it for us and my doctor apparently has a really good bedside manner. I have a feeling she’s going to have to the voice of reason before the shooting starts. At least I’ll be able to lecture the two Vargr ex-marines as I patch them up.

2 Comments (Open | Close)

2 Comments To "We Need a Face"

#1 Comment By GMGerrymander On February 9, 2022 @ 3:43 pm

Good advice. Character choice can also come from what people are having fun playing. While I enjoy being the Face, a lot of other players do not. Most of us Role Play to have fun, and if someone isn’t having fun being the Face, then that is something they shouldn’t have to play.

I agree that sometimes you have to limit certain types of encounters based on both party make-up and what the party enjoys doing.

Unfortunately, the Face is one of the few roles that is more difficult to replace in teh party with an NPC.

Hmmm…this topic has some teeth… 🙂

#2 Comment By Blackjack On February 9, 2022 @ 5:41 pm

I’ve found that one of the difficulties with players playing the “face” is the unrealistic expectation that they must roleplay the face’s dialogue, verbatim. We don’t insist the person playing a fighter tell us many strides they’re going to take for a running jump or a rogue which muscle groups they’re using to balance on a 6 inch ledge. At the same time, as you point out, “face” roleplaying challenges are no fun if we reduce them to simple dice rolls. As a GM I like take a middle-ground approach of discussing goals and methods with the players.

As an example, the goal could be finding out from an arms dealer in town who fenced, or tried to fence, a weapon the party knows was stolen. We align on that first: 2 people in the party are going to talk to the dealer and try to figure out what he knows.

“How are you going to approach the dealer?” I’ll ask next.

“Well, I’m going to start by saying ‘Hello’, then I’m going to say–” a lot of players begin.

“No, I mean what communication approach are you going to use. You could try charming him, begging him, browbeating him, bribing him, etc.”

If you have an especially glib player playing the face, this won’t be necessary. S/he will effortlessly switch between charm, wit, threats, etc. and usually be fairly canny with it, too. This method of meta-communication, where the GM steps the players through creating a storytelling narrative, is for everyone else.