Kyle Aaron
SOC-10
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.
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.