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Usurping the party spokesman role
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<blockquote data-quote="Janx" data-source="post: 1996771" data-attributes="member: 8835"><p>There's many layers of problems presented in this thread. I'll start with the one I just quoted, skill overlap.</p><p></p><p>Using real life as an example. I work on a programming team. I'm probably one of the best on my team. I would hope that others on my team work to improve their skills so that they can contribute at my level. Heck, my job is to mentor that.</p><p></p><p>The difference between that example and the Rogue-fighter -diplomat problem is that my "real life party" is of the same class, programmer. We all need to have high ranks in it.</p><p></p><p>So let's switch focus to what some call "niche protection" The basic niche for rogue is sneaky ba$tard. The basic niche for fighter is kills better than anyone else.</p><p></p><p>Everybody on a team has a core job, and may have some other skills. Certainly we don't want the rogue to be a better at fighting than the fighter. Nor do we want the fighter to be sneakier than the rogue.</p><p></p><p>But here's a problem where the rogue was the talky guy, and now the fighter is more talky. Being talky has nothing to do with being a fighter or a rogue. It's not a class based job. In fact, it's the job that goes to whoever takes it up. In way, it's a job that can be shared among the whole party, based on the context of the story.</p><p></p><p>Having just had my boss go to a "Managing Technical People" course, one of the items she brought back was a list of what motivates us. High on that list was things like: to be listened to, to have your ideas used. It's my opinion that most of us want that, not just technical people. So let me merge all these concepts together for you in the next paragraph or so.</p><p></p><p>The game should have encounters where each character is involved. Not just in using skills, but in communicating with NPCs and such. Granted, some people loathe talking in RPGs, and you can spot those people and customize encounters for them (i.e. don't have NPCs talk to them). In simple terms, make your NPCs talk to people of like nature. Clerics talk to the party cleric more than the rest of the party. Wizards talk to the party wizard more than the rest of the party. Etc. Don't just do this on "class" boundaries, figure out other ways that an NPC may feel more in common with a particular PC and prefer to direct conversation to them.</p><p></p><p>When you spot situations like the one with the rogue and fighter, bring it up. But direct it as, something you're interested in seeing if the players want to explore through their characters. For example, "Hey guys, I noticed that the fighter's starting to get a really good diplomacy rating and is doing more of the party negotiating. Do you guys want to play it that the rogue is losing control of the group? That could make for some good inner-party conflict." You've pretty much said what's on your mind, and presented it in terms that make it part of the game, rather than being touchy-feely "my feelings are hurt, but I'm not going to do anything about it" This method presents the current situation, and directs the players to think about how they want their characters to react. That's valuable for all concerned as it will encourage them to incorporate role-playing concepts into their gaming.</p><p></p><p>Now on a side note, have you considered why the fighter is improving his communication skills. One reason may be so he can do more "chatting" in the game. Another, may be because he wants party leadership. A third may be because he wants to make a commander of armies character (ala Leadership feat) and wants the biggest baddest cohort/followers/henchmen he can get.</p><p></p><p>In my own game, I've got a monk, who's had a series of defeats. The personal honor is tarnished kind of defeats. So I asked him, "hey, you've taken a lot. Do you want to incorporate this into your character." He said yes. We talked about it, and decided to go for an alcoholism theme. So we started having his character drink more, be late or missing for certain party activities, etc. We're not showing him being a drunk. We're just putting the effects of alcoholism in how it affects his relationship with the party. For instance, he missed his CO & friend's award ceremony. That had an impact on the other players, as something they noticed and wondered what was going on. And that is something that gets a player into the story.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 1996771, member: 8835"] There's many layers of problems presented in this thread. I'll start with the one I just quoted, skill overlap. Using real life as an example. I work on a programming team. I'm probably one of the best on my team. I would hope that others on my team work to improve their skills so that they can contribute at my level. Heck, my job is to mentor that. The difference between that example and the Rogue-fighter -diplomat problem is that my "real life party" is of the same class, programmer. We all need to have high ranks in it. So let's switch focus to what some call "niche protection" The basic niche for rogue is sneaky ba$tard. The basic niche for fighter is kills better than anyone else. Everybody on a team has a core job, and may have some other skills. Certainly we don't want the rogue to be a better at fighting than the fighter. Nor do we want the fighter to be sneakier than the rogue. But here's a problem where the rogue was the talky guy, and now the fighter is more talky. Being talky has nothing to do with being a fighter or a rogue. It's not a class based job. In fact, it's the job that goes to whoever takes it up. In way, it's a job that can be shared among the whole party, based on the context of the story. Having just had my boss go to a "Managing Technical People" course, one of the items she brought back was a list of what motivates us. High on that list was things like: to be listened to, to have your ideas used. It's my opinion that most of us want that, not just technical people. So let me merge all these concepts together for you in the next paragraph or so. The game should have encounters where each character is involved. Not just in using skills, but in communicating with NPCs and such. Granted, some people loathe talking in RPGs, and you can spot those people and customize encounters for them (i.e. don't have NPCs talk to them). In simple terms, make your NPCs talk to people of like nature. Clerics talk to the party cleric more than the rest of the party. Wizards talk to the party wizard more than the rest of the party. Etc. Don't just do this on "class" boundaries, figure out other ways that an NPC may feel more in common with a particular PC and prefer to direct conversation to them. When you spot situations like the one with the rogue and fighter, bring it up. But direct it as, something you're interested in seeing if the players want to explore through their characters. For example, "Hey guys, I noticed that the fighter's starting to get a really good diplomacy rating and is doing more of the party negotiating. Do you guys want to play it that the rogue is losing control of the group? That could make for some good inner-party conflict." You've pretty much said what's on your mind, and presented it in terms that make it part of the game, rather than being touchy-feely "my feelings are hurt, but I'm not going to do anything about it" This method presents the current situation, and directs the players to think about how they want their characters to react. That's valuable for all concerned as it will encourage them to incorporate role-playing concepts into their gaming. Now on a side note, have you considered why the fighter is improving his communication skills. One reason may be so he can do more "chatting" in the game. Another, may be because he wants party leadership. A third may be because he wants to make a commander of armies character (ala Leadership feat) and wants the biggest baddest cohort/followers/henchmen he can get. In my own game, I've got a monk, who's had a series of defeats. The personal honor is tarnished kind of defeats. So I asked him, "hey, you've taken a lot. Do you want to incorporate this into your character." He said yes. We talked about it, and decided to go for an alcoholism theme. So we started having his character drink more, be late or missing for certain party activities, etc. We're not showing him being a drunk. We're just putting the effects of alcoholism in how it affects his relationship with the party. For instance, he missed his CO & friend's award ceremony. That had an impact on the other players, as something they noticed and wondered what was going on. And that is something that gets a player into the story. Janx [/QUOTE]
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