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Pushing the 4th edition envelope
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<blockquote data-quote="Manbearcat" data-source="post: 6246533" data-attributes="member: 6696971"><p>In the interest of full disclosure, in my homegame I have but 3 PCs, so this model works swimmingly for us. However, there are other occasions where there may need to be alternative roles or additive roles, such as Vanguard or Rearguard. In a group of 5, Vanguard and Rearguard would be sensible. </p><p></p><p>How exactly do they work in my game? The same way the combat roles work in 4e. Each role serves a specific niche that you can apply pressure to in order to sow conflict or challenge or you can provide content for them to interact/deal with that will let them "strut their thematic stuff." For the players, it helps to crystallize their fictional positioning on a perilous journey/expedition. What is my guy generally doing during active time? He's a Trailblazer? Oh, well he is navigating with charts or maps or trail signs. He is sending a runner out to check for landmarks/settlements. He is leading a group song of merriment on a long march for morale. For the GM, this helps crystallize what sort of complications/moves I need to introduce in order to focus this guy into a proactive position to resolve the conflict. Think of the sort of issues that challenge leadership generally and what sort of tropes in source fiction specifically. What sort of things troubled Captain Miller (Tom Hanks) in Saving Private Ryan? The troops are struggling, hurt, exhausted. Belief in the mission is waning. Setbacks are mounting. He reveals a truth that has been a lynchpin of the group's morale (guessing who he really was in civilian life). Diplomacy. These sorts of things will guide whether a player wants to try to earn a success with a primary check or buff an ally (or allies) with a secondary check. Maybe he wants to do something similar to Captain Miller or break out into song and give out a + 2 bonus on the subsequent Group Endurance check.</p><p></p><p>As far as blurring roles and them "happening organically." That is a table issue to decide. I've been on a few expeditions and there are clearly delineated roles in the same way that there are for sports. Organization doesn't just help from a utility perspective, it also helps from a morale perspective. Compartmentalization means that everyone has to rely on one another for something, everyone has to carry their weight, no one is overburdened, and "there is a plan" (which is exceedingly comfortable for humans in any endeavor.). That being said, it certainly doesn't have to manifest that way at anyone's home table. Folks can just say "we're off on a journey" and then the GM can try to work out the details, abstract the fictional positioning surrounding each character, and fit in complicating situations that they feel "works". If the group wants the Ranger to assume all of the primary responsibilities (Trailblazer, Scout, Quartermaster) while the Fighter assumes the position of the Vanguard and the Cleric assumes the position of the Rearguard, with the squishy(ies) in the middle as mere Traveler(s), then have it! </p><p></p><p>What does "camp manager" mean rules-wise? Well nothing really. Its just functional, transparent fictional positioning that posits general activities and telegraph's player intent. This guy is likely to be a support character, likely a Leader. This is an opportunity for the GM to set up adversity that challenges the skills of Endurance, Heal, Insight and relevant Knowledges. </p><p></p><p>Of course, there will be plenty of generic (eg Perception or any group check) challenges that can challenge anyone. Roles are just a way to better organize the thoughts of GMs with respect to what "moves" they want to make and what complications/situations they want to emerge in play to challenge specific PCs along the way. And it gives players some firm understanding of their fictional positioning throughout the journey. And again, it is certainly fair for the PCs to switch these as the journey wears on or on a 2nd attempt if they fail an initial Skill Challenge.</p><p></p><p>I hope that makes sense and sufficiently answers your questions. A vast, vast, vast majority of my games are completely off the cuff. So little things to firm up fictional positioning (such as Roles and Keywords) are enormous aides for calibrating my efforts specifically in challenging the players in ways they want to be challenged. Further, it helps work toward a better mutual understanding of our shared imaginary space.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6246533, member: 6696971"] In the interest of full disclosure, in my homegame I have but 3 PCs, so this model works swimmingly for us. However, there are other occasions where there may need to be alternative roles or additive roles, such as Vanguard or Rearguard. In a group of 5, Vanguard and Rearguard would be sensible. How exactly do they work in my game? The same way the combat roles work in 4e. Each role serves a specific niche that you can apply pressure to in order to sow conflict or challenge or you can provide content for them to interact/deal with that will let them "strut their thematic stuff." For the players, it helps to crystallize their fictional positioning on a perilous journey/expedition. What is my guy generally doing during active time? He's a Trailblazer? Oh, well he is navigating with charts or maps or trail signs. He is sending a runner out to check for landmarks/settlements. He is leading a group song of merriment on a long march for morale. For the GM, this helps crystallize what sort of complications/moves I need to introduce in order to focus this guy into a proactive position to resolve the conflict. Think of the sort of issues that challenge leadership generally and what sort of tropes in source fiction specifically. What sort of things troubled Captain Miller (Tom Hanks) in Saving Private Ryan? The troops are struggling, hurt, exhausted. Belief in the mission is waning. Setbacks are mounting. He reveals a truth that has been a lynchpin of the group's morale (guessing who he really was in civilian life). Diplomacy. These sorts of things will guide whether a player wants to try to earn a success with a primary check or buff an ally (or allies) with a secondary check. Maybe he wants to do something similar to Captain Miller or break out into song and give out a + 2 bonus on the subsequent Group Endurance check. As far as blurring roles and them "happening organically." That is a table issue to decide. I've been on a few expeditions and there are clearly delineated roles in the same way that there are for sports. Organization doesn't just help from a utility perspective, it also helps from a morale perspective. Compartmentalization means that everyone has to rely on one another for something, everyone has to carry their weight, no one is overburdened, and "there is a plan" (which is exceedingly comfortable for humans in any endeavor.). That being said, it certainly doesn't have to manifest that way at anyone's home table. Folks can just say "we're off on a journey" and then the GM can try to work out the details, abstract the fictional positioning surrounding each character, and fit in complicating situations that they feel "works". If the group wants the Ranger to assume all of the primary responsibilities (Trailblazer, Scout, Quartermaster) while the Fighter assumes the position of the Vanguard and the Cleric assumes the position of the Rearguard, with the squishy(ies) in the middle as mere Traveler(s), then have it! What does "camp manager" mean rules-wise? Well nothing really. Its just functional, transparent fictional positioning that posits general activities and telegraph's player intent. This guy is likely to be a support character, likely a Leader. This is an opportunity for the GM to set up adversity that challenges the skills of Endurance, Heal, Insight and relevant Knowledges. Of course, there will be plenty of generic (eg Perception or any group check) challenges that can challenge anyone. Roles are just a way to better organize the thoughts of GMs with respect to what "moves" they want to make and what complications/situations they want to emerge in play to challenge specific PCs along the way. And it gives players some firm understanding of their fictional positioning throughout the journey. And again, it is certainly fair for the PCs to switch these as the journey wears on or on a 2nd attempt if they fail an initial Skill Challenge. I hope that makes sense and sufficiently answers your questions. A vast, vast, vast majority of my games are completely off the cuff. So little things to firm up fictional positioning (such as Roles and Keywords) are enormous aides for calibrating my efforts specifically in challenging the players in ways they want to be challenged. Further, it helps work toward a better mutual understanding of our shared imaginary space. [/QUOTE]
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