I'm making a role playing game where the theme of the game is teamwork triumphs over working alone but my players don't seem to like working as a team I have put in some benefit mechanics reward players with teamwork but they still insist on working alone and fighting each other what do you suggest is a good way to get them to work as a team?
I just want to get this straight? the Guy that comments on how this is more an advertisement for houses of the blooded than a discussion of game design is the same guy who posted falsely inflated reviews of his own products?
Sir, please don't make comments like this when you are in such a morally dark grey area of your own. At least Wick is saying its his game.
Wait. On the one hand, you say that the player's success and failures shouldn't be determined by the roll of uncaring dice. But on the other hand, you say that for the player to have control over his own success or failure, he's got to roll the uncaring dice (and beat a 10). So, really the player's success (in this case having control over his success or failure) is still based on a roll of uncaring dice. See what I'm saying? The uncaring dice are still the determining factor.
You're assuming a typical adversarial viking hat GM here. That's not supposed to be the case here, if its gonna be really cool when you're character succeeds, then whether or not you hit 10 you succeed.
You're character's success has nothing to do with the dice, just WHO narrates that success or failure.
If you roll a 10+, YOU (the player) decided HOW you succeed or fail. Otherwise, the GM decides HOW you succeed or fail.
Nowhere does he actually mention a mechanic to determine WHETHER you succeed or fail. The problem is that you are lumping TASK success/failure with his idea to make the game FUN.
Y'know, every now and then we get to rethink (yes) what Roleplaying games are. What are the smallest particle that makes an RPG.
Lately, by reading things on RPG Theory, listening to podcasts (like Master Plan, that you've been interviewed once, I believe) and seeing these videos, I see that particle getting smaller and smaller.
I dunno, man. This sounds like what he said it would be, showing how he started with the idea, a tragic and romantic fantasy game, and then using those questions his friend laid down, how he wrapped a game around the concept. Sounds like a good design seminar type thing to me. Him using his own game makes good sense, since he can talk about the experience with supreme authority.
I'm making a role playing game where the theme of the game is teamwork triumphs over working alone but my players don't seem to like working as a team I have put in some benefit mechanics reward players with teamwork but they still insist on working alone and fighting each other what do you suggest is a good way to get them to work as a team?
yoyo007008 2 months ago
Could you post a link to Jared Sorenson's video, if possible?
darealshen 2 years ago
OMG, hate when people do beggings like that, but Nice
DosThirn72 2 years ago
I just want to get this straight? the Guy that comments on how this is more an advertisement for houses of the blooded than a discussion of game design is the same guy who posted falsely inflated reviews of his own products?
Sir, please don't make comments like this when you are in such a morally dark grey area of your own. At least Wick is saying its his game.
theuglyknight 3 years ago
Wait. On the one hand, you say that the player's success and failures shouldn't be determined by the roll of uncaring dice. But on the other hand, you say that for the player to have control over his own success or failure, he's got to roll the uncaring dice (and beat a 10). So, really the player's success (in this case having control over his success or failure) is still based on a roll of uncaring dice. See what I'm saying? The uncaring dice are still the determining factor.
runecrow 3 years ago
You're assuming a typical adversarial viking hat GM here. That's not supposed to be the case here, if its gonna be really cool when you're character succeeds, then whether or not you hit 10 you succeed.
You're character's success has nothing to do with the dice, just WHO narrates that success or failure.
theuglyknight 3 years ago
And actually, what he said is:
If you roll a 10+, YOU (the player) decided HOW you succeed or fail. Otherwise, the GM decides HOW you succeed or fail.
Nowhere does he actually mention a mechanic to determine WHETHER you succeed or fail. The problem is that you are lumping TASK success/failure with his idea to make the game FUN.
Amaraxis 2 years ago
Interesting take on the mechanic, John.
Y'know, every now and then we get to rethink (yes) what Roleplaying games are. What are the smallest particle that makes an RPG.
Lately, by reading things on RPG Theory, listening to podcasts (like Master Plan, that you've been interviewed once, I believe) and seeing these videos, I see that particle getting smaller and smaller.
digitalmorphine 3 years ago
Which books do you publish?
LordStrange 3 years ago
The Unorthodox series, via The Le Games.
thele99 3 years ago
Eh. This feels more like an advertisement for your game rather than a design seminar.
~Le
disclaimer: I publish d20 pdf books, but I my comment is honest.
thele99 3 years ago
I dunno, man. This sounds like what he said it would be, showing how he started with the idea, a tragic and romantic fantasy game, and then using those questions his friend laid down, how he wrapped a game around the concept. Sounds like a good design seminar type thing to me. Him using his own game makes good sense, since he can talk about the experience with supreme authority.
0griggs 3 years ago 4