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Party dynamics mini game
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<blockquote data-quote="Nifft" data-source="post: 5151551" data-attributes="member: 6562"><p>It was really interesting. Just like D&D 4e, WHFRP 3e has made the <strong>party</strong> the smallest unit of battle. However, while D&D kept most of the implications of this implicit, WHFRP 3e makes them explicit. It's a similar mechanical effect overall, in that it's your party's composition which determines (in part) your personal options & effectiveness, but it's a very different feel.</p><p></p><p>You choose a card for your party, which tells you what kind of group you are. This is awesome, because it eliminates a ton of potential interplayer conflicts: it turns out we were all leg-breaking ruffians, for example, so the range of our mutually acceptable activities was pretty well defined. Should we steal from our client? In D&D, that's a question every party member must consider individually, and the Paladin might not agree with the Thief. But we were all leg-breaking ruffians: petty theft was <u>not</u> beneath us -- it was right at our level, just within our arm's reach, if you take my meaning, guv'na.</p><p></p><p> I dunno about this. What happened in our group is that we were all much more prone to say "yes" to each other as players, unless we had a very compelling reason to disagree, and the few times that such a thing came up, it was resolved very quickly.</p><p></p><p><strong>The party stress meter sped up everything</strong>, and it felt like we had about as much RP'ing as usual. This is surprising: usually when it's our first session playing an unfamiliar game, we spend <u>less</u> time RP'ing. I suspect the party stress meter would be of great benefit to us if we used it more regularly -- both in terms of speeding up play, and of allowing each other to RP more. "Yes" is a good place to be.</p><p></p><p> IMHO teamwork feats are metagame signaling. They're the party's way of saying to the DM: "HEY LOOK, WE ARE ALL VERY GOOD AT STEALTH!", which means they'd rather like some chances to be stealthy.</p><p></p><p> Just the idea that it could be used as such was sufficient threat for my group. We got along swimmingly.</p><p></p><p>My experience with it is limited, so my ability to answer questions is limited, but feel free to ask anything specific.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 5151551, member: 6562"] It was really interesting. Just like D&D 4e, WHFRP 3e has made the [b]party[/b] the smallest unit of battle. However, while D&D kept most of the implications of this implicit, WHFRP 3e makes them explicit. It's a similar mechanical effect overall, in that it's your party's composition which determines (in part) your personal options & effectiveness, but it's a very different feel. You choose a card for your party, which tells you what kind of group you are. This is awesome, because it eliminates a ton of potential interplayer conflicts: it turns out we were all leg-breaking ruffians, for example, so the range of our mutually acceptable activities was pretty well defined. Should we steal from our client? In D&D, that's a question every party member must consider individually, and the Paladin might not agree with the Thief. But we were all leg-breaking ruffians: petty theft was [u]not[/u] beneath us -- it was right at our level, just within our arm's reach, if you take my meaning, guv'na. I dunno about this. What happened in our group is that we were all much more prone to say "yes" to each other as players, unless we had a very compelling reason to disagree, and the few times that such a thing came up, it was resolved very quickly. [b]The party stress meter sped up everything[/b], and it felt like we had about as much RP'ing as usual. This is surprising: usually when it's our first session playing an unfamiliar game, we spend [u]less[/u] time RP'ing. I suspect the party stress meter would be of great benefit to us if we used it more regularly -- both in terms of speeding up play, and of allowing each other to RP more. "Yes" is a good place to be. IMHO teamwork feats are metagame signaling. They're the party's way of saying to the DM: "HEY LOOK, WE ARE ALL VERY GOOD AT STEALTH!", which means they'd rather like some chances to be stealthy. Just the idea that it could be used as such was sufficient threat for my group. We got along swimmingly. My experience with it is limited, so my ability to answer questions is limited, but feel free to ask anything specific. Cheers, -- N [/QUOTE]
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