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Is optimization on a common ground such as teamwork good for an rpg?
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<blockquote data-quote="Tervin" data-source="post: 4348477" data-attributes="member: 66491"><p>To me this actually depends on what kind of game you are playing. In my experience from Vampire, I would say that the individuals are much more important than the group (which also means that I want to play that game with smaller groups, as big groups means lots of waiting for the others...). In D&D I think the fun is in the group, not in the individual. </p><p></p><p>This is at the core of the games. Vampire is about the individual experience and the characters can handle most of their challenges without help from friends. The group is often a coalition formed to handle things that are too hard to do alone. In D&D characters need each other, since they tend to be too specialized to be able to handle many things alone. Also, the group often has closer ties to each other and what happens to the group as a whole is often the focus of the story, rather than waht happens to its indiciduals.</p><p></p><p>I would say, by the way, that it very possible to have fun as a group, not just as individuals. Partly I say this from a lot of RP experiences, but as you were probably not there to experience it, I will give another example. Think of what it is like to be in an audience and experience something great with others. Sports, a movie, a concert, a play, the circus... well whatever you happen to love. Your appreciation is partly individual, partly group based. You feed off the people around you. This happens in good roleplaying experiences as well, except you are the musician/actor/soccer player yourself, so the group effects can be even more intense. (And I am sure almost all of you have been there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p></p><p>When I build a PC for a campaign I try to think of how this character will interact in the group, both technically and RP wise. I aim for making characters that are valid and important group members, but also stand out a little in the group, creating a bit of tension, comic relief, focus etc. In the Vampire example it is not really necessary to work as a team when you build characters as everyone is assumed to build a character that can stand on its own. Seeing what happens when these separately built entities start doing things together is a big part of the fun. In the D&D example part of the fun is building the characters together, making sure that you can work as a group, but also planting seeds of RP possibilities. In both cases the group will see things over time that they need more expertise in, and characters will try grow in that direction. Which to me is also fun.</p></blockquote><p></p>
[QUOTE="Tervin, post: 4348477, member: 66491"] To me this actually depends on what kind of game you are playing. In my experience from Vampire, I would say that the individuals are much more important than the group (which also means that I want to play that game with smaller groups, as big groups means lots of waiting for the others...). In D&D I think the fun is in the group, not in the individual. This is at the core of the games. Vampire is about the individual experience and the characters can handle most of their challenges without help from friends. The group is often a coalition formed to handle things that are too hard to do alone. In D&D characters need each other, since they tend to be too specialized to be able to handle many things alone. Also, the group often has closer ties to each other and what happens to the group as a whole is often the focus of the story, rather than waht happens to its indiciduals. I would say, by the way, that it very possible to have fun as a group, not just as individuals. Partly I say this from a lot of RP experiences, but as you were probably not there to experience it, I will give another example. Think of what it is like to be in an audience and experience something great with others. Sports, a movie, a concert, a play, the circus... well whatever you happen to love. Your appreciation is partly individual, partly group based. You feed off the people around you. This happens in good roleplaying experiences as well, except you are the musician/actor/soccer player yourself, so the group effects can be even more intense. (And I am sure almost all of you have been there. :)) When I build a PC for a campaign I try to think of how this character will interact in the group, both technically and RP wise. I aim for making characters that are valid and important group members, but also stand out a little in the group, creating a bit of tension, comic relief, focus etc. In the Vampire example it is not really necessary to work as a team when you build characters as everyone is assumed to build a character that can stand on its own. Seeing what happens when these separately built entities start doing things together is a big part of the fun. In the D&D example part of the fun is building the characters together, making sure that you can work as a group, but also planting seeds of RP possibilities. In both cases the group will see things over time that they need more expertise in, and characters will try grow in that direction. Which to me is also fun. [/QUOTE]
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