Party dynamics mini game

Longtooth Studios

First Post
War hammer FRPG has a new mechanic that I haven't heard of before. A party sheet creating a mini game of sorts of party dynamics. I don't yet have the system, but they touch on it on the website.

Anyone incorporating this into a game in another system?

Seen any good examples of it being employed in other systems?

This sounded like a pretty cool idea and I think it would be an interesting way of creating in game effects stemming from how well the party worked together at resolving personal and social issues.
 

log in or register to remove this ad

The ancient and mostly incoherent game Fantasy Wargaming had a couple of very interesting intra-party mini-games.

The first was a "challenge the leader" which was an attempt to wrest social control of the group and become the effective tactical leader for the adventuring party.


The second was a temptation resistance mini-game to resist greed, fear, and lust.
 

My desire to play WHFRP 3e has just increased 200%.

Luckily, I'll get to slake that desire this Tuesday.

Thanks, -- N
 

It wasn't an intended plug, but it is a sweet idea. Any ideas about how to work it into other systems?
Power creep aside, It would be interesting to have bonuses or "party powers" that would manifest in combat based on how well the group worked together. Or penalties because the group was in shambles and falling apart.

The party rogue has been particularly attentive to the dwarf as of late, who has not been resting well due to the need to keep an eye on his gold pouch. The party cleric just cant shake the nagging memories of the warlock's last soul sucking spell of doom, and is troubled about where the party his heading morally.

There is a lot you could do with this! How great would it be to be able to give the players another tangible reason to role play.
 


This is the first I've heard of this system, and I am eager to hear more.

Nagol said:
The ancient and mostly incoherent game Fantasy Wargaming had a couple of very interesting intra-party mini-games... >snip< T

The second was a temptation resistance mini-game to resist greed, fear, and lust.

I don't remember the first one, but the second one still sticks out in my mind... the sins and virtues that affected your piety score (or whatever it was called) varied with your religion; I remember that the book had the details for the Norse/Viking piety as well.
 

The Party sheet from the new WHFRPG is quite interesting.
First off, it has a stress-o-meter. Every time the party is in a stressful situation, can't agree on somthing, or generally when the DM feels fit, the stress goes up. At certain points, the stress-o-meter has effects on the party itself (depending on the card).
Secondly, it has 1 or 2 "Party powers" that any player may use (following the same rules as using powers in the game).

I'll have to look at the cards again (they're in my gaming room in the garage) but I also think the cards have a "general rule" on them too, basically somthing that just happens all the time (like extra XPs, quicker recharge times, faster stress under certain situations, so on.)
 

This is the first I've heard of this system, and I am eager to hear more.



I don't remember the first one, but the second one still sticks out in my mind... the sins and virtues that affected your piety score (or whatever it was called) varied with your religion; I remember that the book had the details for the Norse/Viking piety as well.

The piety band/sin and virtue awards was a third very interesting sub system. I've stolen it for several other games -- most recently for Ars Magica to track piety for awarding True Faith / False Faith during play. It worked very well.

In the original game, the temptation sytem was used during an encounter to determine if a character remained true to the group/fulfilled orders/stole from the group/accepted a bribe etc.
 

The Party sheet from the new WHFRPG is quite interesting.
First off, it has a stress-o-meter. Every time the party is in a stressful situation, can't agree on somthing, or generally when the DM feels fit, the stress goes up. At certain points, the stress-o-meter has effects on the party itself (depending on the card).
Secondly, it has 1 or 2 "Party powers" that any player may use (following the same rules as using powers in the game).

I'll have to look at the cards again (they're in my gaming room in the garage) but I also think the cards have a "general rule" on them too, basically somthing that just happens all the time (like extra XPs, quicker recharge times, faster stress under certain situations, so on.)

The problem with a mini-game like this is that unless it is made to conform to "a changing dynamic is a good dynamic" philosphy, it'll actually stifle roleplaying.

If an unstressed rock-solid group is the most advantageous, then player groups will have incentive to become a rock-solid group with no inter-personal drama or conflict.
 


Remove ads

Top