The Party Dynamic, Continued

I asked if there were any games where the PCs are not working together, and a few examples were suggested. Cold City is a great example of how a strong group structure can be used in a game. All the characters are part of a secret police force set up to deal with left-over Nazi occult weapons in post-war Berlin. You’ve got plot hooks and a reason to work together right there. Each PC is from a different country (a great roleplaying hook) and has a secret agenda (conflict! betrayal! plot complications!). There’s a Trust mechanic to bind it all together and bring it to the fore in every game session.

From what I can recall of Cold City, though, there’s no scope for the player vs player intrigue once Trust has been broken. As soon as the villainous Dmetri steals the zombie formula, betrays the rest of the group and flees back to Russia, that character is gone from the game. Once you leave the group structure, you’re out.

That restriction on player-vs-player action is common to a lot of games. You can betray and manipulate other players, but only so long as you do it within the party. A player character that’s in direct conflict with the party won’t stay in the game for more than a session or two, unless the GM is very indulgent. There are two major reasons for this.

First, handling time, which is the evil twin of spotlight time. The party concept lets the GM treat all the characters as a single unit – they’re all in one place, talking to the same NPC (I’m always amused in Call of Cthulhu games when half-a-dozen antiquarians and private detectives and occultists all simultaneously interview one traumatised witness), doing the same thing. When you split the party, you increase the handling time; when you split the party and some players need to have secret meetings with the GM, the handling time skyrockets.

I once ran a Legend of the Five Rings game with a lot of political intrigue; the first half or more of every session was taken up with private chats in the kitchen as the players connived against each other. I deliberately wrote rules into High Programmer, where you have to buy private conferences with your in-game resources (the justification is that there are so many spies and bugs in Alpha Complex that you have to take special precautions to speak without eavesdroppers, but really it’s just to keep the game moving).

The second problem with player-vs-player antics is that it’s potentially not fun – or, more accurately, it becomes immensely unfun when one player wins. A player is a fantastic adversary – the popularity of multi-player computer gaming is testament to that – as the opponent isn’t limited to ‘playing fair’ like a GM. The problem arises when one player gets the upper hand; even if he doesn’t eliminate the other player, it’s still in his best interest to restrict the other’s ability to act. In one D&D game years ago, the thief made a deal with a dragon that potentially endangered the rest of the party. When they found out, the wizard piled on dominate person and geas spells so thickly that the thief effectively became an NPC. The same freedom of action that makes the player opponent so interesting means the consequences for defeat are much more serious. Other players can screw you in ways GMs would never dream of.

Properly limited, it could be an interesting design space – you’d have to ensure that killing or imprisoning another PC is never the best course of action for a player, and come up with ways to handle secret action without bogging the game down. It’s very tricky, though, and I think the more traditional ‘conniving within the group is good, but overt conflict within the group is bad’ approach is better for most games.

Trackback URL

2 Comments on "The Party Dynamic, Continued"

  1. Malcolm
    23/04/2010 at 2:33 pm Permalink

    Hey,

    That’s a good analysis of Cold City and the party dynamic there. I see where you are coming from regarding the removal of characters due to the breaking of trust. Reaching a level of zero in Their Trust for You (which, for those not familiar with the game, means you get no benefit from betraying people) does change the game a lot and could well lead to the situation you describe. A lot of this stems from the fact the CC was design with short to medium term play in mind (one to four or five sessions, say). The tension of relationships is something which I think Hot War does better in terms of coping with longer term play.

    Running such games for people used to the ’sacrosanct party’ dynamic is interesting. I’ve seen some very adverse reactions when running games at cons, right up to outright blocking by individual players of anything that might cause inter-party strife. Which does create problems in games that revel in that kind of thing. In that case, pre-managing expectations is what is needed.

    Anyway, enough of my waffle.

    Cheers
    Malc

  2. Jim Henley
    24/04/2010 at 1:06 am Permalink

    Funny story: When I ran the first session of The Princes’ Kingdom (the kids-menu version of Dogs in the Vineyard) for my two children and an adult-gamer friend of the family, my (then) six-year-old daughter’s Princess Rose and my friend’s Prince got into a dispute about whether Princess Rose was going to eat her peas at the ceremonial welcome dinner. They decided to take it to conflict-resolution and gathered their dice. This bothered my nine-year-old son no end! He’d only ever played one other RPG session, but he was sure in his bones that intra-party conflict was bad. (Even if it never escalated beyond Just Talking.)

Hi Stranger, leave a comment:

ALLOWED XHTML TAGS:

<a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Subscribe to Comments