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Table Dynamics: Fostering Collaboration
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<blockquote data-quote="RenleyRenfield" data-source="post: 9625311" data-attributes="member: 7044197"><p>Yeah, this is certainly a issue at many tables. I have seen it tons, so you are not alone. </p><p></p><p>Here are a few things I have tried to foster players to engage with each other = </p><p></p><p>- Give the current "<em>Problem</em>" they are facing <strong>Clear and Well Defined sub-parts which are clearly tied to different characters</strong>. That way each person gets a chance to solve a pieces of the Problem, and no one person can fail or succeed at the whole Problem. This may require auto-failing characters who try to do a portion of the Problem not meant for them - BUT allow them to AID the character that portion was set for.</p><p></p><p>- Use a house rule mechanic of "<strong>helper tokens</strong>". So players can gain Helper Token by roleplaying with other player characters in character. And they can spend the token to help someone with their roll (however the system you are using needs bonuses or re-rolls or whatever). I give a list of setting situations that players can roleplay together to earn the token: <em>go party, go have date/sex, go debate/discuss a non-plot related backstory lore or philosophy, go celebrate someone's life/victory/achievement, go build a side-plot tool/macguffin together, etc etc </em></p><p></p><p>- Make the <strong>'Problem player" only able to obtain their desired goal/item - by way of helping another player achieve a goal of theirs </strong>(<em>but DONT TELL them this is how they get it</em>). This will teach players a little foundation of selfless assistance. It feels like awesome bonuses and extra goodies when they find out that they get a thing they want after doing someone else's side-quest. <em>This means you need to give players personal quests that only appear to apply to them</em>, and that they really want so they go do it. And the first time everyone else see's a helper get a goodie for helping, they may all do so more often. </p><p></p><p>- <strong>Don't punish players for demanding their solutions are the ones being used</strong>. They are really just desperate to solve the problem, and overly zealous about it. Make the problem one they are clearly un-equipped to handle or address, make the problem too messy for one idea to work, make the problem happen when they are not around... but don't punish them when they step up. It can create frustration and resentment.</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9625311, member: 7044197"] Yeah, this is certainly a issue at many tables. I have seen it tons, so you are not alone. Here are a few things I have tried to foster players to engage with each other = - Give the current "[I]Problem[/I]" they are facing [B]Clear and Well Defined sub-parts which are clearly tied to different characters[/B]. That way each person gets a chance to solve a pieces of the Problem, and no one person can fail or succeed at the whole Problem. This may require auto-failing characters who try to do a portion of the Problem not meant for them - BUT allow them to AID the character that portion was set for. - Use a house rule mechanic of "[B]helper tokens[/B]". So players can gain Helper Token by roleplaying with other player characters in character. And they can spend the token to help someone with their roll (however the system you are using needs bonuses or re-rolls or whatever). I give a list of setting situations that players can roleplay together to earn the token: [I]go party, go have date/sex, go debate/discuss a non-plot related backstory lore or philosophy, go celebrate someone's life/victory/achievement, go build a side-plot tool/macguffin together, etc etc [/I] - Make the [B]'Problem player" only able to obtain their desired goal/item - by way of helping another player achieve a goal of theirs [/B]([I]but DONT TELL them this is how they get it[/I]). This will teach players a little foundation of selfless assistance. It feels like awesome bonuses and extra goodies when they find out that they get a thing they want after doing someone else's side-quest. [I]This means you need to give players personal quests that only appear to apply to them[/I], and that they really want so they go do it. And the first time everyone else see's a helper get a goodie for helping, they may all do so more often. - [B]Don't punish players for demanding their solutions are the ones being used[/B]. They are really just desperate to solve the problem, and overly zealous about it. Make the problem one they are clearly un-equipped to handle or address, make the problem too messy for one idea to work, make the problem happen when they are not around... but don't punish them when they step up. It can create frustration and resentment. [/QUOTE]
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