jimboboz ([info]jimboboz) wrote,
@ 2008-06-18 16:58:00
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Entry tags:roleplaying

Teamwork & Tension
Teamwork and tension are things which I find fun to have in a game session. It's why I prefer the old Mission Impossible tv series to the modern movie series - in the old series, each specialist contributed a bit to the mission as a whole. What was impossible for one was possible for them as a group.

That sort of teamwork, driven by or done under some external threat, I think that's great fun in a game session.

But I find that many gamers create real "individuals". I've been quite successful as a GM at getting them to connect their characters together, but they still don't act as a team. Some of you may be familiar with the basic infantry tactic of "fire and movement" or "mobile overwatch" - one group stops and gives covering fire while the other moves forward, then the second group stops and gives cover while the first moves forward. That's about the most basic kind of teamwork you can have.

But many game groups can't even manage that - players get impatient and have their characters all rush forwards at once. Obviously you can have them just get wiped out or captured, but I find that sort of thing isn't good for encouraging teamwork. It just pisses them off.

I've tried to help things out with game mechanics. Whatever the system, I say that there are "complementary traits" - your Maths helps your Physics, Jim's Strength can help Bob's Agility as he's trying to wriggle out of his bonds, that sort of thing. This is meant to encourage players to think "how can my guy help the other guy?" which is basically all teamwork is.

But I find I have to prompt players a lot. Everyone wants to be a one-person party.

Any thoughts? I'd love to be running military, police and espionage games, or games with elements of that in there - but they fall on their arse without teamwork.




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[info]the_tall_man
2008-06-18 07:27 am UTC (link)
Mutual benefit stuff is my first thought here.

Imagine if Bull's Strength always</b> affected up to two people.

Basically, if every time you did the thing that rocks for you, it has the potential for also rocking for someone else. Like that.

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[info]stormgreywarden
2008-06-18 09:18 am UTC (link)
This was the core difference I found running 4E recently, suddenly, a whole group of disparate characters were working together, using tactics and helping each other out.

The question that brought a smile to my face is, "How can I assist the guy over there with his task, is there anything I can do to help him?"

Yeah, shocked me.

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[info]killfalcon
2008-06-18 05:18 pm UTC (link)
I'm a big fan of teamworking in RPGs: many of my favorite sessions have revolved around overly-elaborate plans that were cooked up purely to make sure everyone did something important to the plan.

I've discovered two things, though.
One, it's a skill, or possibly a talent. Either way not everyone can do it: thinking about everyone else's abilities as well as your own is harder than just your own. Thinking about how they interact is, computationally, a fuckload harder (probably an N-power-N deal). It gets easier once you boil down what you're worrying about to a few relevant things, obviously, which is probably the only reason human beings can play high-level 3.5 ed D&D with any degree of skill. ;)


Two, not everyone needs to do it to make it work. One or two people suggesting smart double-team moves, or even playing a PC who's only real use is to enhance the rest, can ease people into the world of small-unit tactics.

While you're right that punishing them for gung-ho tactics is counter-productive, I've found that once a group pulls off something difficult by playing smart, they usually get to like it. "I'm so badass" becomes "we're so badass", and everyone is happier, regardless of relative badass levels inside the group.

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