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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: 4348641" data-attributes="member: 66491"><p>I guess it depends on how we play the games. I have consciuosly wanted to keep those game styles separate, so that different games get different feels. </p><p></p><p>In Vampire storylines are often more personal, where one character at a time is very much at the centre of things. We would also often play short extra sessions with individual players, to help them build on their own stories. In D&D that is very rare to me. Partly because we focus on the group's collective experiences, partly because gameplay with one individual is usually a lot less fun in D&D than it is in Vampire. Action scenes with a whole group are usually a lot more fun in D&D. And a big part of the reason why D&D works better for groups is the class system - every character plays her position in the team. In a game like Vampire roles are looser, meaning that every character can defend, strike, control or lead when needed to. </p><p></p><p>With that reasoning the people I have been playing with have a D&D playstyle that is very party oriented, where social encounters are very important but still a lot of focus is on tactical combat. In Vampire the playstyle moves towards method acting, where the group don't need to work as a team at all. </p><p></p><p>In D&D we like most groups often use RP scene shorthand to get past the boring scenes, while playing out the important social scenes as much as it takes. This is part of focusing on the group, making sure that what is relevant and fun to the group is center stage.</p><p></p><p>In Vampire we instead often use action scene shorthand, only playing out combats that are relevant and exciting. Instead social scenes are given a lot more time, and we have often played several sessions in a row without a fight. This is because the focus is on character and story development, as that is what makes the game fun and exciting.</p><p></p><p>I agree with an earlier post saying that class based games tend to lend themselves more to group focused play, and "skills and powers" based games work best for individual based play. This is of course not a strict rule - just the way it feels natural to me to play a game.</p><p></p><p>As an aside, I tend to prefer fantasy/sf games that are group focused and horror/spy/investigation games that are individual focused. For example, I love much of the feel of Exalted, but I find it very hard to write stories for. I tried to create an Exalted campaign, and actually ended up using a spy theme in order to get it to work...</p></blockquote><p></p>
[QUOTE="Tervin, post: 4348641, member: 66491"] I guess it depends on how we play the games. I have consciuosly wanted to keep those game styles separate, so that different games get different feels. In Vampire storylines are often more personal, where one character at a time is very much at the centre of things. We would also often play short extra sessions with individual players, to help them build on their own stories. In D&D that is very rare to me. Partly because we focus on the group's collective experiences, partly because gameplay with one individual is usually a lot less fun in D&D than it is in Vampire. Action scenes with a whole group are usually a lot more fun in D&D. And a big part of the reason why D&D works better for groups is the class system - every character plays her position in the team. In a game like Vampire roles are looser, meaning that every character can defend, strike, control or lead when needed to. With that reasoning the people I have been playing with have a D&D playstyle that is very party oriented, where social encounters are very important but still a lot of focus is on tactical combat. In Vampire the playstyle moves towards method acting, where the group don't need to work as a team at all. In D&D we like most groups often use RP scene shorthand to get past the boring scenes, while playing out the important social scenes as much as it takes. This is part of focusing on the group, making sure that what is relevant and fun to the group is center stage. In Vampire we instead often use action scene shorthand, only playing out combats that are relevant and exciting. Instead social scenes are given a lot more time, and we have often played several sessions in a row without a fight. This is because the focus is on character and story development, as that is what makes the game fun and exciting. I agree with an earlier post saying that class based games tend to lend themselves more to group focused play, and "skills and powers" based games work best for individual based play. This is of course not a strict rule - just the way it feels natural to me to play a game. As an aside, I tend to prefer fantasy/sf games that are group focused and horror/spy/investigation games that are individual focused. For example, I love much of the feel of Exalted, but I find it very hard to write stories for. I tried to create an Exalted campaign, and actually ended up using a spy theme in order to get it to work... [/QUOTE]
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