Especially dedicated listeners (or those that tuned in for Episode 50's live recording session) have been exposed to the longest-running inside joke in Saving the Game's history: Blarey the Podcast Train. I live about a block away from some railroad tracks, and when the freight trains come through, the engineers seem to take a perverse joy in laying on the horn just right, so the sound waves bouncing off the sides of the houses turn the entire street into a giant megaphone. There are certainly more annoying things in the world, but the blaring (blaring horn – Blarey – get it? Yeah, you really didn't need me to explain that, did you?) of that train horn in the middle of a podcast recording session certainly makes my top ten list of recurring irritations I wish I could be rid of.
But as long as I live on this street, Grant is going to have to edit around breaks in the conversation as we all pause to allow the train sounds on my audio track to fade into the background. The train has derailed conversations and gotten them back on track when we had to pause in the middle of a tangential discussion, it's spawned its own jingle (“Blarey, the podcast train – he's here to ruin your aud-i-O!” [thanks for that, Branden—Grant]) and has, as I mentioned earlier, become an inside joke among the hosts, to the point that, for all of its distracting qualities, it'll feel like the end of an era whenever I move and record an episode from someplace where the familiar rumble and deafening honk aren't going occur.
If you keep an eye open, it's possible to do similar things in-game. In Episode 55, Grant and I spent some time discussing our Shadowrun PCs and in particular, how my PC, Frost, developed an in-game desire to return to the punch clock world of honest (and stable) employment. We discussed how that developed out of a joke, but we barely touched on the fact that the (in-game) joke rose out of another PC's annoyance. The PC in question got into shadowrunning in order to avoid being part of the regular working world, and mine had the gall to drag him into that world, albeit for a short time.
Another PC of mine, a paladin with some psychological baggage, changed away from a hard, grim outlook when some other PCs pointed out to him just how ridiculous he seemed scowling and brooding all the time, and a third one managed to completely isolate himself from the rest of his adventuring party by being impatient and short-tempered with another PC who was obnoxious, but generally good-hearted.
It's not a complete measure of a person by any stretch of the imagination, but how people deal with things that are bothering them, both individually and in groups, says a lot about who they are and what their character is like. Some folks will take an irritation and co-opt it, making something fun (or at least bearable) out of it like the StG hosts have done with the train that comes through my neighborhood, wrapping layers of humor and shared experience around the problem until it's not really a problem any more. In this way, it's almost like the process of an oyster making a pearl. Others will allow the irritant to control their mood, like the last PC I mentioned. Others still will change because of it, and some, realizing that they are the irritant, will try to make themselves less abrasive. None of these approaches to irritating circumstances is the “right” one when you're creating characters, but it's worth keeping them (and any other responses you can think of; my list certainly isn't exhaustive) in the back of your mind for character development.
Who knows? Maybe that thing that's just a pain today will eventually turn into something with its own theme song tomorrow.
- February 17, 2015