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Worlds of Design: Goal-Oriented Play
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<blockquote data-quote="timbannock" data-source="post: 9036642" data-attributes="member: 17913"><p>IME, games where the party is regularly "split", such that either not every player's (primary) character is present every scene because they may be off doing other things, and/or that feature troupe-style play to solve this (so every player is present, but not their "main" character), include:</p><ul> <li data-xf-list-type="ul">Ars Magic -- troupe-style play, in part to account for varied goals of main characters, but also because mages need lots of downtime for certain aspects of the game (research, recovery).</li> <li data-xf-list-type="ul">Vampire: The Masquerade -- characters working at cross purposes, or at least divergent ones. Though rare, troupe-style play using Ghouls or other retainers is covered in at least a few of the rulebooks early on.</li> <li data-xf-list-type="ul">Smallville (and any Cortex-derived "dramatic" game) -- you literally have a player running Clark trying to keep secrets from the one running Lois, one running Lex Luthor plotting to manipulate the situation, and another off doing stealth missions as Ollie/Green Arrow.</li> <li data-xf-list-type="ul">Marvel Heroic -- bakes "splitting the party" into the game mechanics through Affiliations (player-facing trait) and Doom Pool "tricks" (spend a d10 or d12 to split the party, forcing them to rely on different Affiliations).</li> </ul><p>I'm not terribly familiar with Pendragon, but it seems like a game where this is likely covered. Regardless, all of the above explicitly promote this type of play, and cover it in detail throughout their core materials.</p><p></p><p>I've seen this happen a bit in Paranoia too, depending on how the secret society missions PCs get drive wedges between them. In one particularly memorable campaign, one of the PCs ended up turning into the BBEG after a few missions due to a combination of increasingly frayed loyalties and their possession of an especially apocalyptic piece of R&D tech.</p></blockquote><p></p>
[QUOTE="timbannock, post: 9036642, member: 17913"] IME, games where the party is regularly "split", such that either not every player's (primary) character is present every scene because they may be off doing other things, and/or that feature troupe-style play to solve this (so every player is present, but not their "main" character), include: [LIST] [*]Ars Magic -- troupe-style play, in part to account for varied goals of main characters, but also because mages need lots of downtime for certain aspects of the game (research, recovery). [*]Vampire: The Masquerade -- characters working at cross purposes, or at least divergent ones. Though rare, troupe-style play using Ghouls or other retainers is covered in at least a few of the rulebooks early on. [*]Smallville (and any Cortex-derived "dramatic" game) -- you literally have a player running Clark trying to keep secrets from the one running Lois, one running Lex Luthor plotting to manipulate the situation, and another off doing stealth missions as Ollie/Green Arrow. [*]Marvel Heroic -- bakes "splitting the party" into the game mechanics through Affiliations (player-facing trait) and Doom Pool "tricks" (spend a d10 or d12 to split the party, forcing them to rely on different Affiliations). [/LIST] I'm not terribly familiar with Pendragon, but it seems like a game where this is likely covered. Regardless, all of the above explicitly promote this type of play, and cover it in detail throughout their core materials. I've seen this happen a bit in Paranoia too, depending on how the secret society missions PCs get drive wedges between them. In one particularly memorable campaign, one of the PCs ended up turning into the BBEG after a few missions due to a combination of increasingly frayed loyalties and their possession of an especially apocalyptic piece of R&D tech. [/QUOTE]
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