It seems there is a consensus among authors/critics in a few basic blocks for a great story: a character with wants/desires and needs; character faces obstacles/conflicts trying to get their wants until they realize what they need and turn to that instead, which leads to change.
This contrast between wants and needs can also be described as lie v. truth; the character starts believing in a lie (usually, a result of a traumatic event in their past), which is driving their behaviour; then the story develops confronting that lie until a climatic moment where character learns/accept the truth and because of that is changed, so character ends the story different than how they started.
Example: in Inside Out, Joy believes she is THE most important emotion and wants to be always in control of Riley's mind; but she gets trouble when forced to conflict with Sadness as they get lost out of the control room; in a climatic moment, she realizes that Sadness is an emotion as important and essential as herself, and also that every one of Riley's happy core memories were only possible, because they contrasted with significant sad moments in Riley's life. Having learned the truth, Joy drops her desire to be the "one-emotion-show" and makes all the effort to get Sadness and the others back in the control room to work together for Riley's emotional health.
[that was my not-great definition of character arc in a nutshell.]
Then, considering how important a solid character arc is for a movie/show/book (basically all the ones I really love/enjoy do that wonderfully), I can't take it out of my mind that I should be trying to include those arcs in my campaigns.
Problem is: how? It's too hard, because I don't own the protagonists (like in all other medias), so I can't put them on the path of change. I can read their backstories, understand who they are at the start of the adventure and provide elements in the world to promote that change, but if players are not into that idea, they can just ignore whatever support elements/hints are there; summarizing it: I cannot drive player character's arc on their behalf.
[I even thought about talking/"arranging" specific moments with players beforehand, but then it felt like "cheating", like pre-planning actions/reactions before sessions and robbing the improv and organic flow of the narrative.]
So, please, help me with some insights... Has this concept ever crossed your conscious GM mind as something to pay attention to? Have you tried to implement anything like this in your games? And maybe, more importantly, could it be that I am struggling with something that is not transposable from other medias to RPGs?
Should I just let authors of screenplays/books to worry about this and simply get back to focusing on running great encounters in my game sessions?
This contrast between wants and needs can also be described as lie v. truth; the character starts believing in a lie (usually, a result of a traumatic event in their past), which is driving their behaviour; then the story develops confronting that lie until a climatic moment where character learns/accept the truth and because of that is changed, so character ends the story different than how they started.
Example: in Inside Out, Joy believes she is THE most important emotion and wants to be always in control of Riley's mind; but she gets trouble when forced to conflict with Sadness as they get lost out of the control room; in a climatic moment, she realizes that Sadness is an emotion as important and essential as herself, and also that every one of Riley's happy core memories were only possible, because they contrasted with significant sad moments in Riley's life. Having learned the truth, Joy drops her desire to be the "one-emotion-show" and makes all the effort to get Sadness and the others back in the control room to work together for Riley's emotional health.
[that was my not-great definition of character arc in a nutshell.]
Then, considering how important a solid character arc is for a movie/show/book (basically all the ones I really love/enjoy do that wonderfully), I can't take it out of my mind that I should be trying to include those arcs in my campaigns.
Problem is: how? It's too hard, because I don't own the protagonists (like in all other medias), so I can't put them on the path of change. I can read their backstories, understand who they are at the start of the adventure and provide elements in the world to promote that change, but if players are not into that idea, they can just ignore whatever support elements/hints are there; summarizing it: I cannot drive player character's arc on their behalf.
[I even thought about talking/"arranging" specific moments with players beforehand, but then it felt like "cheating", like pre-planning actions/reactions before sessions and robbing the improv and organic flow of the narrative.]
So, please, help me with some insights... Has this concept ever crossed your conscious GM mind as something to pay attention to? Have you tried to implement anything like this in your games? And maybe, more importantly, could it be that I am struggling with something that is not transposable from other medias to RPGs?
Should I just let authors of screenplays/books to worry about this and simply get back to focusing on running great encounters in my game sessions?