anyway.



thread: 2009-07-27 : Resolving Player Conflicts by Reconciling Their Interests

On 2009-08-13, Bwian wrote:

Vincent:

I think that most conventional rpgs try to prevent inter-player conflicts of interest by preventing inter-character conflicts

I agree absolutely!  The alignments example fits this category.

I also think there is a looong history of efforts to prevent inter-player conflicts by means that have little to do with character-character conflict.

E.g. Like character classing.  Or points systems to 'balance bplayer characters'.  Or combat rules that 'give everyone a turn in order'.  Or routines for generating equitable 'treasures' or dividing 'experience points'.  Or exhortations (seldom mechanisms, granted) to ensure equal 'air time' for players.

And I agree with your remarks about character-character conflict adding interest/ drama/ a whole-other dimension to role play.

It seems to me that the essential questions are:

1) how do the mechanisms help a player create a psychological distance between the character's current situation and the player's situation?

2) how do the mechanisms help each player win without forcing other players to lose?

Noting that (1) seems to run counter to what some people seem to want in their roleplay; and most RPG 'rules' focus on general advice and encouragement - rather than explicit game mechanisms - to achieve (2).

Actually, I'm not at all sure about item (2).  I'm trying to get at something like:  The mechanisms are essentially cooperative.  Both (all?) players can win, regardless(?) of the happiness/ unhappiness of their characters.

I'm quite confused now about item (2).

Mathieu:  Liked your post.

Frontal conflict between players is not the optimum strategy

That's true, insofar as your players place a high priority on interacting with each other and avoiding win-lose interactions with each other.  Some players (or player groups) seem to revel in - or at least repeatedly invite - that kind of conflict, I've noticed.

By 'frontal conflict', I guess you mean both players playing their hardest to have their characters win the struggle-of-the-moment?  Contrasted with being willing as a player to 'bide your time' or 'find another way' and be cool with your character take a pasting.

Still, if the game really does have 'winners' and 'losers' - some players in the end get what they want at the expense of what other players wanted - it is still going to feel like a win-lose interaction somewhere along the line.

Is what Vincent is aiming for games where a character can really fail from that character's point of view... while the character's player cheers... counting her character's loss as a win for the player?  Vincent?

So it quenches any emotional overheat. good point, this!

Hoping I haven't missed the point, here!  8)

Cheers

Bwian



 

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