On Players, Characters, and PC ties

PC to PC ties can be a great way to help web and network a new character into a game, but that only works if the characters that a PC is tied to are around, active, and able to be engaged with for that tie to be meaningful. Otherwise it just becomes a background point that fades into history.

I see two types of ties: the ‘handwave tie’ and the ‘deep tie.’ The handwave tie is a tie that is very background and really won’t come into play in any significant way, and when it does come into play it comes into play in a limited fashion. My PC owes yours a favor for something they did. We once met each other in passing at X event back on Y date. There’s a relationship there, but it’s very loose, and when it does appear in game it’s quickly resolved with minimal fuss or effort.

The ‘deep tie’ is a tie that has had a profound effect on a character’s past in some way, shape, or form, and when that tie comes into play in-game it has a significant effect on the character in question. My PC is your PC’s sire/parent and they still keep in regular touch. We both busted out of this prison colony together, became close friends because of it, and then got split up and lost each other, but just ran into each other again. There’s a relationship there and it’s pretty deep and has a significant amount of meaning attached to it, and when it comes into play it can have a profound and even long lasting effect on the characters involved, and resolution isn’t quick, if at all.

At PC creation, when those ties are made, as a part of making them, there should also be discussion as to the depth of involvement in the tie, what each person hopes to achieve from the tie, the purpose of it, if it’s not clear, and if it’s more of a ‘handwave tie’ or a ‘deep tie.’ In short you’re setting expectations regarding that tie and, the amount of role-play it should generate, and its expected effect in play.

Now ‘handwave ties’ can become ‘deep ties’ if players opt to explore them further and as characters develop through play. The reverse is also true: a ‘deep tie’ can become a ‘handwave tie’ if its importance diminishes during gameplay because of the direction the character develops in. Both of these situations are okay, however they do come with some caveats.

Crafting a tie between your PC and another character and then effectively abandoning role-play with the character in question isn’t fair to the player the tie was created with, particularly if they are playing an active character and doubly so if it was a ‘deep tie.’ If you have no intent of being around to play the PC and provide that RP support for the tie(s), then please don’t make those ties in the first place. And please think twice about creating a tie with a character if you’re finding yourself pulled away from the PC in question. Hoping a tie will help reinvigorate your excitement in playing a PC sometimes does work, but not if you’ve already subconsciously decided to reduce play or shelve that particular PC.

If you find yourself no longer wanting to play that PC near as much then it’s up to you to speak to the players of the characters that your PC has ties with to realign expectations about involvement of your PC in their character’s life and redefine the extent of the role-play those ties will generate moving forward, particularly and most importantly if the tie was a ‘deep tie.’

If you find yourself no longer wanting to play that PC altogether then it’s up to you to speak to the players of the characters that your PC has ties with to provide conclusion for those ties as best as possible as you retire or shelve that character, so those player’s PCs can have closure on those ties and end to that part of their character’s story in a meaningful fashion, particularly and most importantly if the tie was a ‘deep tie.’

PC to PC ties can be a great boon, but they also come with a degree of responsibility to those to whom the ties were made with. Please be responsible with your ties.