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A Player vs Player approach: Co-authorship
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<blockquote data-quote="Celebrim" data-source="post: 6809177" data-attributes="member: 4937"><p>There is an equally big issue, which is the assumption that it is not only OK to author actions for other players but that this an effective way to resolve intraparty conflict. In truth, far from being a reliably effective way to resolve intraparty conflict, in practice it is often the very source of the conflict - some player, usually one with a domineering extroverted personality, tries to take over single tactical or narrative control over the whole group.* </p><p></p><p>And sometimes that works out in the short term, but in the long term that's just a problem waiting to happen.</p><p></p><p>It's been educational watching my kids grow up and exercise their natural unstructured RPing skills. And this is fundamentally the issue that they run into time and time again. Without rules, the play invariably depends on a single primary director with players in actor stances, and depends on a large number of breaks to negotiate scene framing. And all goes well into the director or group starts authoring individual players into roles or situations that they don't want to be in. Then things get really open and honest in a hurry. And every time I'm asked to intervene and referee the conflict, I tell them the same thing: "Everyone gets to choose their own character. You aren't allowed to play someone else's character." Time and time again they try to blame the party conflict on the person who wasn't taking direction, rather than the fact that they were giving (often demeaning) direction to another player rather than letting them contribute.</p><p></p><p>So many RPG groups composed of nominal adults play the game the same way.</p><p></p><p>*Importantly, it doesn't take an RPG to observe this problem. Many or most cooperative board games end up with the same problem. One player with a more forceful personality ends up selecting the moves for everyone, leaving many of the less aggressive players feeling that they might as well not have been participating. And, they are probably right. One way to fix this would be to limit the player's meta-communication, paralleling what I'm saying here, so that a player couldn't author another players moves. This might result in the team playing less optimally, but it would avoid the problem of excluding players from roles in the game.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6809177, member: 4937"] There is an equally big issue, which is the assumption that it is not only OK to author actions for other players but that this an effective way to resolve intraparty conflict. In truth, far from being a reliably effective way to resolve intraparty conflict, in practice it is often the very source of the conflict - some player, usually one with a domineering extroverted personality, tries to take over single tactical or narrative control over the whole group.* And sometimes that works out in the short term, but in the long term that's just a problem waiting to happen. It's been educational watching my kids grow up and exercise their natural unstructured RPing skills. And this is fundamentally the issue that they run into time and time again. Without rules, the play invariably depends on a single primary director with players in actor stances, and depends on a large number of breaks to negotiate scene framing. And all goes well into the director or group starts authoring individual players into roles or situations that they don't want to be in. Then things get really open and honest in a hurry. And every time I'm asked to intervene and referee the conflict, I tell them the same thing: "Everyone gets to choose their own character. You aren't allowed to play someone else's character." Time and time again they try to blame the party conflict on the person who wasn't taking direction, rather than the fact that they were giving (often demeaning) direction to another player rather than letting them contribute. So many RPG groups composed of nominal adults play the game the same way. *Importantly, it doesn't take an RPG to observe this problem. Many or most cooperative board games end up with the same problem. One player with a more forceful personality ends up selecting the moves for everyone, leaving many of the less aggressive players feeling that they might as well not have been participating. And, they are probably right. One way to fix this would be to limit the player's meta-communication, paralleling what I'm saying here, so that a player couldn't author another players moves. This might result in the team playing less optimally, but it would avoid the problem of excluding players from roles in the game. [/QUOTE]
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