I've long been a fan of the notion that roleplaying games are not "team building" games. Or, rather--they are, but not in the way that most folks pursue that notion. The players should work together to create a great experience, but that does not mean that the characters have to get along nicely. Some of my best and favorite games featured a lot of inter-character drama and conflict, and as long as that doesn't spill over into inter-player drama and conflict, well why not? It's good drama and that's entertaining.
However, I recently discovered quite by accident a series of two blog posts from a guy who took that concept to an even further level. I actually find this notion quite intriguing, and may see about adapting it, if possible, sometime down the line.
http://retiredadventurer.blogspot.com/2012/01/abolishing-parties-part-1-play-more.html
http://retiredadventurer.blogspot.com/2012/01/abolishing-parties-part-2-stop-saving.html
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