[UA] multiple personality game
Mark Kiel
markkiel at hotmail.com
Wed Feb 26 19:22:55 PST 2003
>Well, rather than splitting off, the traditional therapeutic solution >has
>been to try and integrate them into a single personality. The >alternate
>therapeutic solution has been to get them to agree that one >personality is
>"captain" and run things as sort of an internal >democracy. But that's
>only my unprofessional, vague >opinion/recollection. Dr. Kiel? Paging Dr.
>Kiel...
>
>-G.
Yeah, I guess there are two issues here. How are Multiple Personality
Disorders (or Dissociative Identity Disorders as they are now known as)
really dealt with is issue number one. And the other is what makes a good
role-playing set up. My sense is those two things, like many issues, may
not go readily together. But I'll try to say a bit about each. MPDs are
dealt with in a couple ways. One is integration. Get all the pieces on the
table (i.e. conscious to each other) and make them one whole again by
analyzing the (dys)function of each separate part. Another way is to
identify the most functional personality, build it up and phase out
unhealthy aspects of others by conditioning, etc. (This can be a bit
dicey/ethically questionable if the most functional personality is not the
primary one friends, family, etc. have known for all these years...). The
"Captain" scenario Greg suggests is often a stage of progression along these
lines more so then a final solution. The last major approach is there is no
such thing as MPD, it's just a vocabulary for explaining complex
psychological experiences.
As for role playing. I have tried a few different things over the years.
There have been more stinkers then cool ones. The best one involved three
amnesiacs that had escaped from a military hospital. I gave them
descriptions of themselves, "names" (Patients 16, 24, and 33), and blank
character sheets. As they tried things, they would learn things about
themselves. (Ex., when they tried lying, they would roll and play the
interchange out, not knowing if they were readily successful. Afterward, I
would take their sheet and write down their stat so they knew it from then
on). This was intended to demonstrate the unfolding process about learning
about themselves. I gave them each a "dependent" too. Some aspect of
themselves they were not in control of. I played these like NPCs. One guy
had a sock puppet on his hand (my best prop to date...) that would give him
both wonderful advice and simultaneously shame him. Another guy saw this
scary clown when he looked in mirrors or things that would reflect. (A
rubber halloween mask did the job for that). The clown gave him
encouragement (he was a bit phobic if I remember), but also encouraged him
to go overboard sometimes... You get the idea. As the players learned about
their collective histories and the specific origins of these weird
"dependents" they slowly lost failed notches, gained their passions and
obsessions, and their whole life story final came back to them. The game
was essentially a mini-series, not a open ended run. The plot revolved
around them putting the pieces back together. It seemed like a good blend of
realism, but also fun system for gaming.
Hope that helps,
M.
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