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<blockquote data-quote="Campbell" data-source="post: 7643609" data-attributes="member: 16586"><p>Looking at a game like Apocalypse World or Masks through the prism of competition vs. cooperation is not quite right. It is neither of those. It's deeply collaborative. If I'm in a conflict with another player's character that might get violent as players we both like each other's characters and would probably like nothing more than for them to resolve their differences, but as fans of these characters that would not do them or the established fiction justice and we would rob the rest of the audience from seeing these characters in their most authentic form so we play with integrity and see what happens. We owe it to them.</p><p></p><p>This passage from Play Passionately covers it pretty well. Although it is addressing antagonism from the GM it works just as well if it comes from another player character. Less work for the GM.</p><p></p><p></p><p></p><p>What @<em><strong><u><a href="https://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> says about being decidedly non-caller is exactly true. Even in games like Masks, Dungeon World, and Blades in the Dark that are decidedly about a group of characters with what should be in the fiction a strong united purpose we address the players individually. We ask what their character does and not what the group does even if that answer is to turn to the group. I expect them and only them to answer. I'll also ask questions to that character like "Can you believe he just did that?" or "Do you think that was the right call?" to help players think about what their characters think and because I'm really curious. We want to know who these characters are as individuals.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7643609, member: 16586"] Looking at a game like Apocalypse World or Masks through the prism of competition vs. cooperation is not quite right. It is neither of those. It's deeply collaborative. If I'm in a conflict with another player's character that might get violent as players we both like each other's characters and would probably like nothing more than for them to resolve their differences, but as fans of these characters that would not do them or the established fiction justice and we would rob the rest of the audience from seeing these characters in their most authentic form so we play with integrity and see what happens. We owe it to them. This passage from Play Passionately covers it pretty well. Although it is addressing antagonism from the GM it works just as well if it comes from another player character. Less work for the GM. What @[I][B][U][URL="https://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] says about being decidedly non-caller is exactly true. Even in games like Masks, Dungeon World, and Blades in the Dark that are decidedly about a group of characters with what should be in the fiction a strong united purpose we address the players individually. We ask what their character does and not what the group does even if that answer is to turn to the group. I expect them and only them to answer. I'll also ask questions to that character like "Can you believe he just did that?" or "Do you think that was the right call?" to help players think about what their characters think and because I'm really curious. We want to know who these characters are as individuals. [/QUOTE]
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