[RPG] How to encourage a fellow player to develop a character a bit more

player-charactersproblem-playersroleplayingsystem-agnostic

As a player myself, I would like to encourage another player to add a little nuance to his dark and cringey character.
The player in question is young and quite enthusiastic, didn't derail anything in-game, and I don't want to impose anything on him.

How can a player motivate another player to develop their character's personality without being pushy ?

For context, we are playing Curse of Strahd as a group of mostly new players. During session 0, we agreed to run a "good" campaign and to each write a couple paragraphs long backstory.

This player's character is the daughter of a pirate, who taught her to fight. His description of her early life mentioned that "everyone on the ship wanted to {have sex with} her, but she defended herself" and that her father was often angry at her for "damaging" members of his crew. Later, she left her father's boat as an act of teenage rebellion.

Since the start of the campaign, he has taken "trophies" (teeth and tongues) from everything we kill to wear as a necklace. A few sessions in, he started to play his character as increasingly pointlessly mean and confrontational to every NPC we meet. A couple times per session, he separates from the group to do things like steal alcohol from a friendly NPC, or bash in the door of a depressed widow without in-game justification.

At the end of the last session, I talked a bit with him to understand his character's behavior. He described, with details, how actually his character was treated like "less than an object" by her father and how he and his crew raped and tortured her all her life "with nails pulled and stuff", and this why she acts like that.

I'm not against a tragic backstory but this maxing-out darkness, rape and drama to end up with a character that is just plain mean, seems a bit pointless.

He seems eager to play a character with a strong personality and backstory but his efforts are clumsy, and sometimes met with awkwardness at the table. The other players mostly let him do his thing on his own. One tried to stop him in-character a couple of times during the last session.

Best Answer

To solve an interpersonal issue at the table, I would use a strategy that effective mediators use to solve disputes between conflicted parties (even though you're one of the parties).

  1. Identify the issue
  2. Frame it as a shared conflict
  3. Then propose a solution.

This strategy helps solve co-worker conflicts, relationship disputes, and even tabletop issues!

First, identify exactly what it is that you find problematic

Is it how the player is acting? Is it the characters backstory? Is it both? If you find both problematic, you'll want to address them separately.

To me, having a tragic backstory is not problematic in and of itself, but using surviving rape as justification to now having no respect for personal or property boundaries, being affronting to friendly NPCs, and mutilating corpses to collect trophies is downright insensitive. After identifying what you find problematic ...

Frame the issue in a way that you and the player share the problem

Since you both have a shared problem, you are both stakeholders in the solution. This is a tactical way of framing an issue so that you don't push the entire solution onto your player, and you don't take ownership of the entire issue either. You want to identify that you desire to work together to rectify the problem.

An example of framing the player's actions as the issue is something like "The party tends to have goals X, Y, and Z. Your recent actions of stealing from the NPCs and breaking into another NPC's house haven't helped reach that goal. Let's come together to find in-character methods you can act like a sneaky thief that also further's the party towards their goals." After framing the issue...

Propose a solution

The player wants to sneak around, break and enter, and be ghoulish. Your two most apparent options are to give them the appropriate playground to act this way, or to realign the character's actions into a different outlet.

The path of least resistance is to give them encounters that allow them to act this way without it being a detriment, and allow in-game information to broadcast that they're the best character for the job. Tweaking a premade campaign to highlight a specific character type is encounter-specific and hard to generalize, so if you want to go down this avenue and need help, that'd be best for a new question. This approach allows the player's character to at how they want, identifies the GM's environment in which they're acting as an issue, and could give them positive feedback from the party for playing their role effectively. This method puts the solution squarely on the GM's shoulders. As another player, you should communicate your issue with the problem PC to the GM and see if they're willing to adapt the campaign in this manner. Alternatively, you can also communicate in-game when you're wanting the player to sneak around and gather something. Including them in the goal-making process and having them give feedback in the strategy helps them become included and offer their skillset in a productive fashion.

The path of more resistance is to reel the character back in to act more in line with the party's current expectations. You can do this directly by telling the player that what they're doing is problematic and antithetical to the campaign, or you can do this indirectly by having in-game consequences to their actions, such as guards showing up to detain the PC, NPCs visibly disturbed with the party for consorting with the problem PC, or, since you're running Curse of Strahd, having the town liken the PC with Strahd and his legion because of their actions. Either direct or indirectly identifying this, this method puts the solution squarely on the player's shoulders. As another player, you can privately reprimand the player's actions in-character or try to buddy them up with someone that can help monitor and assist the character to accomplish their personal goals without necessarily breaking in-game law.

In reality, the solution is likely somewhere between those two ends of the spectrum, and getting the player on board without feeling personally attacked is the way to move forward without hurt feelings. You know your player more than we do, and you know what communication may or may not be effective.