Showing posts with label interparty conflict. Show all posts
Showing posts with label interparty conflict. Show all posts

12 March 2016

Creating an Adventuring Party

'You all meet in a tavern...' so runs the cliched beginning of a great many roleplaying games. Even those that aren't set in a fantasy setting still have the PCs meeting up in a similar location (a dive bar for Shadowrun, just as an example). This trope is so overused and so well known that there are counter-tropes starting to show up. One example is the Giant in the Playground (the website where the Order of the Stick webcomic is hosted) forums, where some participants have sig files that read '78% of DM's [sic] started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.'

I honestly don't remember how I started my first campaign. I'm not even sure what my first campaign was. It may have been that game of TSR's Marvel Super Heroes. But I could be wrong.

Regardless, even if the adventuring party didn't start in a tavern, the existence of the trope points to a specific phenomenon within the gaming world: PCs who begin the campaign as strangers. This is by far the most common way for games to begin. For most of my early gaming experiences, this was the norm. In fact, it was so much the norm that when my gaming group started playing Werewolf: The Apocalypse, we ignored the pack rules.

25 January 2015

In the Spirit of Fun

I used to play Vampire: The Masquerade. I was drawn to the rich setting with great potential for character development. Once, I was playing a Salubri character. Salubri have access to a defensive power called Obeah. One of the abilities of this power is to erect a force field around the character, so that anyone not already within 25 feet cannot approach any closer than that distance.

At one point, my character finds herself in a small cavern with at least one hostile NPC. I state that I am looking all around me to ensure that there's no one within 25 feet. To emphasise the point, I turn my head to the left and the right.

I considered, at this point, stating outright that my character was looking in a full 360° arc, just to be sure the GM understood what I meant. But then I thought to myself, 'No, that won't be necessary. The GM is understanding enough to know what I mean. I'm not going to insult her intelligence, nor her ability to be a good GM, by stating the obvious.'

What a fool I was.

10 May 2009

Co-operation

Hello again! Here we go, off on another week of the Game Dork's diatribes essays! Today, I found myself thinking (don't ask me why) about a game I was in once. It was a GURPS Fantasy game, inspired in part by a previous GURPS Space game run by a different friend, where each player created his own alien race. There were some really neat species in that game... but one of the players liked the idea so much that he started a Fantasy game along the same lines. I still use two of the races from that game on occasion: my Staglings and John's Ængoa.

But enough about the irrelevant details. The thing I was remembering was a conflict that arose from a concession that the GM gave to me: I had asked that there be no "common" language. Since, after all, there's no such thing as a "common" language in the real world; why on earth would there be one in any other world? I liked the challenge of finding ways to communicate without being able to assume that we could talk to anyone we met.

So when it came time to create a PC party, we had to address the issue of linguistics. How would the party communicate? Would we all learn a single shared language? Would we carry magic telepathic artefacts? Would one party member learn everyone's languages and act as translator?