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<blockquote data-quote="Campbell" data-source="post: 7643632" data-attributes="member: 16586"><p>On the more character focused front both Masks and Scion 2e have strong support for cooperative game play.</p><p></p><p>In Masks every time you <strong>enter battle against a dangerous foe as a team </strong>you generate a <strong>Team</strong> pool that's based on team cohesion and unity of purpose in the fiction. You can spend <strong>Team </strong>from the pool to add +1 to another player's roll, but only if your character could legitimately help their character. This is a big deal in a system where labels/attributes top out at +3. There are also rules for defending another character from attacks. You can also <strong>comfort or support</strong> another character and if they open up they can choose to shift labels, clear a condition, or gain experience. There also other ways to shift labels (attributes) which can be helpful to help other players' characters succeed at what their trying to attempt. Finally, every playbook gets two Team moves to cover what happens when<strong> you share a celebration with someone</strong> or <strong>share a weakness or vulnerability with someone</strong>.</p><p></p><p>Scion is a game about a band of Scions, children of the gods, who are building their legend by accomplishing heroic deeds together to eventually maybe become gods themselves. Cooperative play is built directly into the experience system. Players get experience for accomplishing a set of player defined deeds. Short term deeds are meant to be something you can accomplish every session and are character specific goals, but there's experience bonus if all the player characters accomplish their short term deed in one session. Long term deeds are supposed to be something that becomes the focus of the game for a session or takes multiple sessions to achieve. These are character specific, but you can't get experience for another long term deed until every player character has accomplished theirs. Finally there's a band deed which represents a shared group goal that is supposed to represent a monumental task. This is shared by the entire band. Characters grow in Legend, the game's power stat when they have achieved one short term deed, one long term deed, and one band deed. So to progress individually it is to your advantage to help each other accomplish your individual goals.</p><p></p><p>Scion also uses a shared metacurrency, Momentum that is generated through failures and some other means. Spending it is a group decision. This can help to add group cohesion. Additionally one of the options you can spend extra successes on when you attack is to provide an Enhancement (bonus successes) to another player character's attack on the same opponent. It also has really strong defending rules.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7643632, member: 16586"] On the more character focused front both Masks and Scion 2e have strong support for cooperative game play. In Masks every time you [B]enter battle against a dangerous foe as a team [/B]you generate a [B]Team[/B] pool that's based on team cohesion and unity of purpose in the fiction. You can spend [B]Team [/B]from the pool to add +1 to another player's roll, but only if your character could legitimately help their character. This is a big deal in a system where labels/attributes top out at +3. There are also rules for defending another character from attacks. You can also [B]comfort or support[/B] another character and if they open up they can choose to shift labels, clear a condition, or gain experience. There also other ways to shift labels (attributes) which can be helpful to help other players' characters succeed at what their trying to attempt. Finally, every playbook gets two Team moves to cover what happens when[B] you share a celebration with someone[/B] or [B]share a weakness or vulnerability with someone[/B]. Scion is a game about a band of Scions, children of the gods, who are building their legend by accomplishing heroic deeds together to eventually maybe become gods themselves. Cooperative play is built directly into the experience system. Players get experience for accomplishing a set of player defined deeds. Short term deeds are meant to be something you can accomplish every session and are character specific goals, but there's experience bonus if all the player characters accomplish their short term deed in one session. Long term deeds are supposed to be something that becomes the focus of the game for a session or takes multiple sessions to achieve. These are character specific, but you can't get experience for another long term deed until every player character has accomplished theirs. Finally there's a band deed which represents a shared group goal that is supposed to represent a monumental task. This is shared by the entire band. Characters grow in Legend, the game's power stat when they have achieved one short term deed, one long term deed, and one band deed. So to progress individually it is to your advantage to help each other accomplish your individual goals. Scion also uses a shared metacurrency, Momentum that is generated through failures and some other means. Spending it is a group decision. This can help to add group cohesion. Additionally one of the options you can spend extra successes on when you attack is to provide an Enhancement (bonus successes) to another player character's attack on the same opponent. It also has really strong defending rules. [/QUOTE]
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