Paul B
10-06-2007, 12:51 PM
So Chilly and I were talking the other day about this concept I had for an upcoming BW game. I want to amp up the overall competence/power level of the game but I also wanted to ratchet up the overall intensity.
The theme is simple enough: Every character has a score to settle. That is, one of your Beliefs is about your score, who it's with and how you're going to settle it. No other guidelines. Your beef can be with another PC, with an NPC, an organization, anything else one might find on the relationship map.
While this sounds like huge fun to me -- I'm envisioning a blood-soaked tale of vengeance and passion -- Rob (Chilly's street name; don't tell anyone) points out that our group is already struggling with the notion of PC-versus-PC conflicts. He's right of course, and simply announcing "it's okay, you can have conflicts with each other!" is not an adequate solution.
Some of this is old baggage. Some of this is players learning how to disengage from their characters -- getting into and out of the cockpit. Thinking more like a GM. A lot of it, IMO, is a lack of awareness of the differences between your fun, my fun, and our fun.
I'm thinking this needs to be a foundational question during our game setup: "Are we playing this in versus or co-op mode?"
I'm also hoping there's room for conditional "versus" play. I wouldn't want players who are comfortable with their characters coming into conflict to be prohibited from doing so.
Anyway, just some rambling. If I could "fix" one part of our group's play, it would be this: Separate the players from their characters, and get them enthusiastic -- not just okay! -- about putting their characters into conflicts with each other.
p.
The theme is simple enough: Every character has a score to settle. That is, one of your Beliefs is about your score, who it's with and how you're going to settle it. No other guidelines. Your beef can be with another PC, with an NPC, an organization, anything else one might find on the relationship map.
While this sounds like huge fun to me -- I'm envisioning a blood-soaked tale of vengeance and passion -- Rob (Chilly's street name; don't tell anyone) points out that our group is already struggling with the notion of PC-versus-PC conflicts. He's right of course, and simply announcing "it's okay, you can have conflicts with each other!" is not an adequate solution.
Some of this is old baggage. Some of this is players learning how to disengage from their characters -- getting into and out of the cockpit. Thinking more like a GM. A lot of it, IMO, is a lack of awareness of the differences between your fun, my fun, and our fun.
I'm thinking this needs to be a foundational question during our game setup: "Are we playing this in versus or co-op mode?"
I'm also hoping there's room for conditional "versus" play. I wouldn't want players who are comfortable with their characters coming into conflict to be prohibited from doing so.
Anyway, just some rambling. If I could "fix" one part of our group's play, it would be this: Separate the players from their characters, and get them enthusiastic -- not just okay! -- about putting their characters into conflicts with each other.
p.