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Psychology of reasoning.

Sinnex

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You're not your character, why? Because YOU do not exist in San Andreas (hopefully), your character does. What do both have in common? They're human, and both have a skull and a functioning brain until they're dead.
Everyone has a process of thought and reasoning which has been developed even out of their own life span via evolution, reasoning is linked with emotions. Many thinking processes are done hypothetically, why does the grass get wet? Because it rains, and rain is water, which is wet, also the grass gets wet all the time, if Mary stays late studying in the library, the library must be open until late.
Inductive reasoning works on a case-by-case basis, while deductive reasoning works by deducting properties and outcomes to a certain case (hypothesis > logical but not generalized conclusion). Abductive reasoning works with the best data available, an example would be case law and known diagnosis cases for doctors to use.
Humans are believed to decide based on risk (logical basis) and regret (emotional basis), humans are designed to cope with outside emotions, which is why you'd vomit 99% of the time you see someone getting clipped in the head (somatic markers) > someone is killed in front of you, you might be at risk > risk is a factor (or you, for anything else) that makes your body decide to vomit. Why did you get Pepsi? Because coke wasn't at the machine, and you are afraid of feeling thirsty and sugar-sick for your whole class > fear of regret (emotional basis).
We as people heavily base emotionally on the prediction of the future too, which is why some may do an action in fear of regretting not doing it later on, but not to forget about the past (why was Hitler evil? Because he killed many), since the same regime applies.
People put out thoughts based on their past experiences; the environment they were brought up with, how they were, with who and when. It comes down from hard-wired human instincts in our subconscious all the way to our hobbies in our conscious mind, every small action you do leads up to a way bigger picture, and with this, going on a robbing spree because you feel like it OOCly is not a reason, but an excuse. And if someone did something, it was because their past and possible future made them, in order to roleplay realistically a character you cannot cross an OOC past & future with an IC one, simply because it wouldn't fit together, and OOC mechanics aren't realistically an easy way out of IC situations due to this.

 

Sinnex

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REASONING WITHIN FACTION DEVELOPMENT
Creating and maintaining a 'good’ faction is more of an art than a science and for this guide to claim to tell you how to do it would imply there's a fixed formula, which is just plain wrong. There are, however, a number of questions we can prompt you to ask yourself. There are also some direct tips we can provide which undoubtedly do make for a more realistic and/or more enjoyable faction. One of the first things you may want to consider is your faction's stance on the individual character and how they will tie into the larger faction. That is, how important is an interesting character to you and your faction? Do you want a faction consisting of individuals or of 'all-for-the-gang’ empty shells? Hopefully the more preferable option is obvious to you. One of the best things a faction leader can do is to promote, from the very beginning, the idea of 'character is everything’. Nobody wants to roleplay with a one dimensional faux-character, and everyone enjoys roleplaying with the person whose character has an actual personality and mixes things up based on individual needs, fears, flaws and desires. Imagine how engrossing the roleplay would be if your entire faction consisted of those characters. It's not at all an unachievable task and simply requires a faction culture which fosters and encourages that kind of roleplay while keeping the 'empty shell’ roleplayers far away, or better yet, making the former out of the latter.

Second, encourage faction members to roleplay around personal (character) objectives more than (faction) objectives. If a character is dealing drugs, it’s because he needs the money. If a character is tagging up walls, it’s because he finds it thrilling or because he wants to make his varrio proud. An area of roleplay that is especially important to frame in this context (of personal objectives) is attacks/actions on other factions. Roleplaying around a mission to go out and shoot a rival gang member as something the characters find thrilling or are doing out of anger (to give a few examples), rather than because your faction members want to do some shooting OOC, is incredibly important. It will not only help prevent your faction from developing a deathmatching attitude, it will also give faction attacks an engaging roleplay basis. Third, a point related to the last, is the encouragement of roleplay around wants, needs and fears. Put heavy emphasis on reasons. Characters should have reasons for doing things, and the things that they do should be done for a reason. While being somewhat of a paradox, that is an easy way to think about the ‘why’: “why is my character in here?”, “why is my character tooling up for a drive-by?”, “why is my character stealing credit cards?”. If you always have a ‘why’, your roleplay is essentially improved automatically. Apply this concept to your whole faction and the result will be a faction people enjoy roleplaying in, and roleplaying with.

(E.Barrera from LS-RP.)
 
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