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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: 4348661" data-attributes="member: 66491"><p>I think a good fit in regards to combat mechanics makes it more likely that combats will be fun. (I don't mean perfectly optimised, just good enough that there is some synergy going on and no glaring holes where the party will run into trouble.) On the other hand I think a seamless fit in background often leads to dull play. One basic way to keep the in character part of the game fun is to make sure that the characters have something to talk about. Some tension in the party helps a lot there. </p><p></p><p>The main D&D 3.x game I have been playing lately is built around PCs from two different cultures who work together for a common heroic goal, but don't really understand and respect each other and keep having trouble because of lack of teamwork. (Running two separate plans for attacking the enemy stronghold is not recommended. Especially when the plan A people don't tell the plan B people what they are going to do...) That trouble is intentional from us players, a hurdle we put up to give the campaign its own feel. As the DM is the instigator, he just loves it. </p><p></p><p>Not saying it is wrong to streamline a party. But I think there is a risk that you limit your game by doing that. Just as much as you limit it by going too far in the other direction.</p><p></p><p></p><p></p><p>I can only speak for Vampire 1E and 2E, since I didn't feel that later editions did anything to improve what we were doing with the game. (Not saying any edition is better. Just a matter of what fit for us. No edition war here! <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>Still I feel that description of clans and character differentiation is oversimplifying. It was very easy to make a party of one single clan that was differentiated enough to work as a group, and it was also very easy to have group work together with basic common goals without them being from the same clan. After all, the clan is only a tiny bit of a character's personality.</p><p></p><p>In other words the problems you describe only existed if the group of players wanted them to exist. Which is quite common with design when people look at games from the outside, not so much from the inside. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tervin, post: 4348661, member: 66491"] I think a good fit in regards to combat mechanics makes it more likely that combats will be fun. (I don't mean perfectly optimised, just good enough that there is some synergy going on and no glaring holes where the party will run into trouble.) On the other hand I think a seamless fit in background often leads to dull play. One basic way to keep the in character part of the game fun is to make sure that the characters have something to talk about. Some tension in the party helps a lot there. The main D&D 3.x game I have been playing lately is built around PCs from two different cultures who work together for a common heroic goal, but don't really understand and respect each other and keep having trouble because of lack of teamwork. (Running two separate plans for attacking the enemy stronghold is not recommended. Especially when the plan A people don't tell the plan B people what they are going to do...) That trouble is intentional from us players, a hurdle we put up to give the campaign its own feel. As the DM is the instigator, he just loves it. Not saying it is wrong to streamline a party. But I think there is a risk that you limit your game by doing that. Just as much as you limit it by going too far in the other direction. I can only speak for Vampire 1E and 2E, since I didn't feel that later editions did anything to improve what we were doing with the game. (Not saying any edition is better. Just a matter of what fit for us. No edition war here! :)) Still I feel that description of clans and character differentiation is oversimplifying. It was very easy to make a party of one single clan that was differentiated enough to work as a group, and it was also very easy to have group work together with basic common goals without them being from the same clan. After all, the clan is only a tiny bit of a character's personality. In other words the problems you describe only existed if the group of players wanted them to exist. Which is quite common with design when people look at games from the outside, not so much from the inside. ;) [/QUOTE]
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