Rules Encouraging Teamwork or Soloing

MarkB

Legend
From Blades in the Dark: There are two easy ways to get an extra die when making a check, both of which cost Stress, the finite do-cool-stuff resource pool for the game.

If you're going solo you can use Push Yourself, which grants you an extra die. If someone's assisting you, they can use Help, which gives someone else an extra die.

Where it encourages teamwork is in the cost - Push Yourself costs 2 stress, while Help only costs 1.
 

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From Blades in the Dark: There are two easy ways to get an extra die when making a check, both of which cost Stress, the finite do-cool-stuff resource pool for the game.

If you're going solo you can use Push Yourself, which grants you an extra die. If someone's assisting you, they can use Help, which gives someone else an extra die.

Where it encourages teamwork is in the cost - Push Yourself costs 2 stress, while Help only costs 1.

Outside of @Blue 's 4e Marking and Defender suites (forcing catch-22's on Team Monster which either protects allies, sets up allies, or punishes enemies), this is the first one that came to mind for me.

The other two in Blades that encourage Teamwork are:

* Leading a Group Move: One Teammate leads and assumes the Stress Liability if any group member (including themselves) rolls a 1-3 (1 Stress per 1-3 dice pool result). Each PC rolls their dice pool, top result among the group stands.

* Setup: Increase Position (consequence severity) or Effect (what you can accomplish with an Action Roll) by setting your ally up.

Torchbearer has similar where you're Helping (add +1d6 to teammate dice pool) either via using the same Skill as primary, an associated Skill, a Nature Descriptor, or a Wise. If you spend a metacurrency, you can mark an advance (pass or fail depending on the result) with the Skill. Further, if you're able to use a Wise to Help, you insulate yourself from fallout if the result is a "Failure as Success but Condition (you don't get a Condition)."

Dogs in the Vineyard has similar in its Conflicts where you Lend a dice to an allies Dice Pool. Probably the most important aspects of winning the stakes of Dogs' Conflicts is (a) getting and avoiding Reversing the Blow and (b) knowing when to Escalate. Well-played use of Lending will enable allies to Reverse the Blow.




Things in games that encourage Soloing or Splitting the Party are the following:


* Broadly-competent, robust, resourceful, and resilient PCs (either through PC build dynamics or other system tech/principles). Dogs features this, Blades features this, Dungeon World and Stonetop features this.

You can also build toward this in 4e with capable Striker builds or beefy Controllers with Multiclass Feats to increase breadth-of-Skills + 2 Utilities and/or Skill Powers devoted to calling upon Healing Surges as Minor/Free Actions at the Encounter level (Bladesingers, Duelist Rogues, Barbarians, Monks, Swarm Druids, Slayers). This can also be accomplished with a Companion Character alongside the "solo" PC (a Companion Character doesn't have to be a tangible thing...it might be a spirit or a sense of purpose/conviction or display of prowess merely stated up as a CC and given position and action economy). Encounter budgets work beautifully regardless of how many PCs are in the group so a Level +2 Encounter works different for a Solo fight than it does with 3 PCs (because the budget works off of the # of PCs).

* Having a "Home Base" as the nexus of play and having multiple Opportunities and/or Threats to pursue or resolve. Apocalypse World, Blades in the Dark, Stonetop, and The Between works off of this model. One PC or a team of 2 PCs pursues a small Score here in Blades while the other 1 or 2 perform another small Score. Same thing in the other games but it has nomenclature different from Score.

The point is the play loop centers around a physical nexus, a shared home base (a Steading like Stonetop, the Hardholder's stronghold in AW, The Crew's Lair in Duskvol, Hargrave House in Fantasy Victorian London in TB). We improve our standing and we head off trouble and the best way to do that is to pursue multiple agendas simultaneously while allocating resources accordingly. The GM just cuts back and forth between PCs/Split-parties.
 

aia_2

Custom title
This is a very interesting topic, for sure there are game systems conceived to strenghten a party and others which have not this feature embedded in their rules (if not the opposite).
My true question is on top of that: does a GM need a set of specific rules to achieve his goal (be either looking for the teamplay or the soloplay)?
And moreover: why should soloplay be wanted in an "ordinary" party of several players? I do see one only answer here...
 

My true question is on top of that: does a GM need a set of specific rules to achieve his goal (be either looking for the teamplay or the soloplay)?

So different systems do quite different things and I would frame what those things are not in terms of "GM's goal" but in terms of "system's goal." If the participants at the table want to do what that system does, play that system. If they want to do what this other system does, then play this other system.

And moreover: why should soloplay be wanted in an "ordinary" party of several players? I do see one only answer here...

So I answered this a bit in my post directly above, but it also dovetails with my answer to your first question.

Take Torchbearer (one of the games I mentioned above). Torchbearer is a multi-phased game (Journey > Adventure > Camp > Town). Adventure phase will never, ever see Solo play. The system isn't designed for it. Its the most brutal sort of D&D that has ever been conceived of and executed. Go it alone and prepare for an early retirement at best or a dirtnap more likely. The game is predicated upon marshaling a lot of resources across 3-4 Adventurers (Inventory/Light Sources, Skills, Nature/Descriptors, Wises, Fate/Persona, among others). You just can't deal with the demands of the Adventure phase (I won't go into it deeply, but its brutally resource-sensitive and Turn-sensitive).

Contrast with Stonetop. Those PCs can absolutely deal with solo scenes either in Stonetop or chasing down an Opportunity or executing A Plan (these are both Pronouns) beyond the walls of Stonetop by Requisitioning (a Move) Assets (Stonetop personnel like guards or experts or a mighty steed or a pair of horses and a wagon). A GM might be cutting back and forth between 3 different play loops in the course of a session (perhaps 1 PC in Stonetop dealing with an internal Threat, 1 other PC pursuing an Opportunity outside of Stonetop who has Requisitioned a pair of Horses and a guard, and a pair of PCs off on a far-flung Perilous Journey as they deal with a Threat to Stonetop).

Its all in (a) what the game is in service to overall and (b) the systemitized execution of that service (see my post directly above). A game that doesn't know what it wants to do (fails (a) ) or knows what it wants to do ( (a) ) but isn't designed particularly well (fails at (b) ) will harm a play experience and require a work-around (if that is even worth the trouble). But there are plenty of games that do both of (a) and (b)lTorchbearer and Stonetop among them. Just don't go into Torchbearer expecting the sort of play that Stonetop is for and produces and vice versa.
 

Voadam

Legend
Shadowrun comes to mind in encouraging solo activity. Three different character roles and typical activities can only be done or are mechanically significantly best done by solo specialized characters. Decking, Astral projection, and piloting. Most every character can fight, talk, and investigate, but only magical characters can go astral. Most anybody can use a computer or use a vehicle, but only deckers or technomancers can go fully into cyberspace and interact enough with AIs to effectively hack in Shadowrun, and Riggers are designed to be specialized cybered up driver/pilots a significant step above any non cybered specialist. Deckers and Riggers can be built to be part of a shadowrunning field team but they often work best staying out of the field and just doing their specialied roles remotely. In older editions before drones were a big thing riggers were basically designed to be getaway drivers who stayed in the car.

It is a lot like the scouting role in D&D, best done by a specialized solo character doing something separate from the rest of the party.
 

GMMichael

Guide of Modos
. . .Sometimes characters work together and help each other out. In this case, one character (usually the one with the highest bonus) is considered the leader of the effort and makes the check normally, while each helper makes the same type of check using the same trait(s) against DC 10. The helpers’ individual degrees of success (and failure!) are added together to achieve the final outcome of the assistance. Success grants the leader a +2 circumstance bonus. Three or more total degrees of success grant a +5 circumstance bonus. One degree of failure provides no modifier, but two or more impose a –2 circumstance penalty! The GM sets the limit on how many characters can help as part of a team check. Regardless of the number of helpers, the leader’s bonus cannot be more than +5 (for three or more total degrees of success) nor the penalty greater than –2 (for two or more total degrees of failure)."
Maybe it's just me, but this sounds like one of the teamwork rules that actually encourages solo play. "Each of your helpers rolls. Then add up degrees of success. Then net them against degrees of failure. Then you get +2 if it's positive, but not -2 if it's negative. Unless it's two degrees of failure. Then it's negative..." Even if I were confident in my buddy's ability to check over DC10, I might rather just do the roll myself to get it over with. And there's little chance I would invite another buddy to help ( for the coveted three-success +5) because one crummy roll negates my first buddy's hard work, in which case I might as well go solo anyway.
 

Take magic usage, and/or flexible spell selection. What is the party rogue, besides a meat shield, when the party magic-user can just spontaneously use a spell slot or magic points to unlock any door or detect any trap?
Do you actually see this happen? The only occasions when I have is where the rogue reckons he needs help. I've played most of my D&D with free spell choice, and the magic-users generally want to hang onto their spell slots for emergencies.
 

Voadam

Legend
A bard who specializes their social skills as a face role is generally a specialist designed to do the talking alone.

A bard whose powers are boosting their fellow party members is more mechanically focused on working with other team members.
 

Umbran

Mod Squad
Staff member
Supporter
Shadowrun comes to mind in encouraging solo activity. Three different character roles and typical activities can only be done or are mechanically significantly best done by solo specialized characters. Decking, Astral projection, and piloting.

The new edition of Shadowrun has shifted Decking - you can't generally effectively hack systems log distance any more, and hackers can do things to wireless-enabled technology from physical space. So no more of the Decker being off on their own adventure.
 

Umbran

Mod Squad
Staff member
Supporter
Do you actually see this happen? The only occasions when I have is where the rogue reckons he needs help. I've played most of my D&D with free spell choice, and the magic-users generally want to hang onto their spell slots for emergencies.

Yeah, spell slots are a valuable resource. Using them on something another character can do without using up resources is a poor tactical choice.
 

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