Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Out with the old (Game design traditions we should let go)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8669247" data-attributes="member: 42582"><p>For my part, I'm talking about not being on the same team: ie PCs who engage the fictional elements that the GM is presenting with different goals and concerns, and who are not making a coordinated effort to achieve some particular outcome. In play, this means that there is no <em>adventure</em> that all the PCs are taking part in. They're not collectively trying to solve a mystery, or explore an outpost, or find (or get rid of) an artefact, etc.</p><p></p><p>A particularly strong case of this is PCs who are opposed to one another, but you don't have to go to the strongest instance to have the general phenomenon. The weakest case I can think of is where the PCs travel together (in my Classic Traveller game, they're the crew of a starship plus some hangers-on) but are pursuing different goals among themselves and with the NPCs they interact with.</p><p></p><p>Whether or not PCs are in the same scenes is a different thing. If they're not, I personally think it's desirable to have consequences from one scene ramify into other scenes. I think this makes for more interesting play, both because (i) just like in a comic or TV show or whatever, it's fun to see the results of what happened <em>then and there</em> manifest <em>here and now</em>, and (ii) it allows players to at least indirectly respond to one another's play.</p><p></p><p>There are different ways to set this sort of thing up; Apocalypse World has one account of how to do it. In my experience, it needs PCs with relatively clearly-articulated goals, and preferably also relationships to the immediate setting. These give the GM material to use in framing scenes that will provoke the players to respond. The fall-out from one scene gets used to build the next. As a GM, you look for ways to link together the elements that emerge from different PCs' contexts and consequences; if the players are proactive they might help with this too. Whether this leads to moments of cooperation, or moments of opposition (or both), is part of the fun of play.</p><p></p><p>I don't think this has to be so at all.</p><p></p><p>Just to give one example: if the PCs are a manager, a worker in the managed facility, and someone who rents a workshop next door to the facility, their paths might cross quite a bit - they're hanging out in the same place with the same people - without them being a team. This is roughly the AW model.</p><p></p><p>[USER=467]@Reynard[/USER] gave a different example: three vigilantes each of whom patrols the same neighbourhood. We can easily imagine both (i) consequences from a scene involving one of them feeding into a scene involving another of them, plus (ii) framing scenes in which more than one of them is present, and part of what is at stake in the scene is whether they cooperate or conflict with one another.</p><p></p><p>A different example again - which might be done using HeroWars Glorantha, or maybe Stonetop (? I only have a general sense of it) - would be a village where one PC is the head of the village, another is the weird oracle/shaman type, and a third is the trapper who lives in the surrounding woods but supplies furs to the villagers and also the occasional herb to the oracle.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8669247, member: 42582"] For my part, I'm talking about not being on the same team: ie PCs who engage the fictional elements that the GM is presenting with different goals and concerns, and who are not making a coordinated effort to achieve some particular outcome. In play, this means that there is no [i]adventure[/i] that all the PCs are taking part in. They're not collectively trying to solve a mystery, or explore an outpost, or find (or get rid of) an artefact, etc. A particularly strong case of this is PCs who are opposed to one another, but you don't have to go to the strongest instance to have the general phenomenon. The weakest case I can think of is where the PCs travel together (in my Classic Traveller game, they're the crew of a starship plus some hangers-on) but are pursuing different goals among themselves and with the NPCs they interact with. Whether or not PCs are in the same scenes is a different thing. If they're not, I personally think it's desirable to have consequences from one scene ramify into other scenes. I think this makes for more interesting play, both because (i) just like in a comic or TV show or whatever, it's fun to see the results of what happened [i]then and there[/i] manifest [i]here and now[/i], and (ii) it allows players to at least indirectly respond to one another's play. There are different ways to set this sort of thing up; Apocalypse World has one account of how to do it. In my experience, it needs PCs with relatively clearly-articulated goals, and preferably also relationships to the immediate setting. These give the GM material to use in framing scenes that will provoke the players to respond. The fall-out from one scene gets used to build the next. As a GM, you look for ways to link together the elements that emerge from different PCs' contexts and consequences; if the players are proactive they might help with this too. Whether this leads to moments of cooperation, or moments of opposition (or both), is part of the fun of play. I don't think this has to be so at all. Just to give one example: if the PCs are a manager, a worker in the managed facility, and someone who rents a workshop next door to the facility, their paths might cross quite a bit - they're hanging out in the same place with the same people - without them being a team. This is roughly the AW model. [USER=467]@Reynard[/USER] gave a different example: three vigilantes each of whom patrols the same neighbourhood. We can easily imagine both (i) consequences from a scene involving one of them feeding into a scene involving another of them, plus (ii) framing scenes in which more than one of them is present, and part of what is at stake in the scene is whether they cooperate or conflict with one another. A different example again - which might be done using HeroWars Glorantha, or maybe Stonetop (? I only have a general sense of it) - would be a village where one PC is the head of the village, another is the weird oracle/shaman type, and a third is the trapper who lives in the surrounding woods but supplies furs to the villagers and also the occasional herb to the oracle. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Out with the old (Game design traditions we should let go)
Top