Ry
Explorer
buzz said:I'm in the camp that D&D already pretty much does what you're asking. It does it w/r/t to the tactical combat thing, granted, but that's what D&D is about. If you're trying to ask about problem solving and team-building in another context, then the crux of your question is about that context, not the problem-solving issue itself.
I'd like to pose the question back at you. In the D&D games I've played, especially one long-running campaign I've been in for years, I can't think of a single situation where working against the party was the optimal choice. Ergo, I'd like to see you cite some examples of situations or rules that encourage working against the other players.
Mind you, I am not asking for examples of dickweed players waving "my guy" tomfoolerly in your face, because that's not a system issue. I'm asking about rules and/or scenarios in which the optimal choice was to ditch the team and not solve the problem at hand.
I think the alignment system is fuel for the behaviour you're talking about here. Also, I think the reliance on wealth and magical items can contribute to that behaviour as well. But think about the experience system - if I can sneak off and kill some goblins before the party gets involved, I get all the experience for that, even if I cause things to be messed up for the other players. Now I'm not saying that's SMART, but It's not something that D&D actively discourages with the experience system.
But my question isn't strictly negative - i.e. "what's wrong with D&D that it discourages people from working together?" - it's deliberately positive: "If D&D encouraged people to work together, what would that look like?"