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[Social Contract] How I killed My Partner
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Topic: [Social Contract] How I killed My Partner (Read 833 times)
Troy_Costisick
Member
Posts: 802
[Social Contract] How I killed My Partner
«
on:
January 18, 2008, 03:42:10 PM »
Heya,
I don't post here in this forum much, but in preparing to run a very gamist campaign for one my newer designs, I began to reflect on what happened the last time I got together with this group. So this is the story of how I killed the character of one of my fellow players - on purpose - without breaking the social contract.
As for the basics, we were playing DnD 3e. We didn't very much like the changes that were made in 3.5, so we limit the books "legal" for our games to those printed during the 3.0 run. Besides the GM, there were six players, myself included. It was your usual smattering of wizards, thieves, fighters, and priests, but for the purposes of this post the most relevant players were myself and my elven bladesigner and Paris who played a Centaur Druid. Most of the other characters were straight out of the player's handbook, but Paris and I chose to go a little outside the box. He really loved Centaurs, and I really loved broken kits. For those who don't know, the bladesinger is about as borked a prestige class as there is in DnD3e. It comes from the Tome and Blood manual, and if you include the errata for it from Wizard's official website, the thing is a real monster. So much so, that they really nerfed it in 3.5 to the point I wouldn't even consider playing it.
Anyway. As I recall, the set up for this campaign was that we were all the sons of kings, summoned by a blind seer to stop an ancient evil cult from resurrecting itself. The
characters
were not compelled in any way to trust each other. The idea was that such relationships between the
characters
would develop over time and lead to alliances or rivalries between our respective nations. This, of course, led to several different and very interesting things.
First,
players
were liberated from the social pressure to observe restrictive class niches. The druid and the cleric in the group pretty much eschewed most of their healing responsibilities for nuking power. Our party was low on hit points practically all the time. The guy playing the half-orc barbarian ended up choosing the tribal avenger kit and really played more of a paladin type role. Oh, and everyone wanted a pet of some kind. The wizard had a sprite, the cleric had a bear (don't forget that), the druid had a skeleton wand (don't forget that either), and I can't recall what the bard had... a bird I think. So anyhow, the bottom line is everyone got to play the kind of character that they always wanted to play without the other players pressuring them to pick something that was tactically optimal for killing monsters and taking their stuff.
So we get started and go through the first dozen encounters or so, and it ends up being like playing a game of Elfs. The cleric and druid use tons of AoE spells and hit other party members. We have an inordinate number of fumbles. People just can't make a saving throw. Yet, somehow, we make it through each one. We get into the early teens (level 13-15 I think) and bonds between the
characters
just haven't started clicking yet. If anything, there is a rivalry growing between the cleric and the druid for champion nuker (the wizard mainly cast buffs on his farie and sent the little sprite into battle for him). It was comical to the rest of us, except that we were getting stressed, having our butts handed to us each encounter because these guys are racing for damage output.
It all comes to a head in a swamp. But let me backtrack for just a minute. There came a point in the campaign where we had to make a choice. We could choose to enter the "enchanted forest" to fight a bad guy there and pick up some ancient elven item or head into a tunnel system full of undead. The party was evenly split. 2 for forest, 2 against, 1 abstaining. Paris was the deciding vote. I made an argument for going into the forest, the cleric guy argued for the undead tunnels. Perfectly reasonable considering what characters we were playing. So the deciding vote is a Centaur Druid. I've got this, right? I mean seriously, what's a Centaur Druid gonna pick? Yep. He picked the undead tunnels. I was like, "There is no way you'd pick that! You're half horse and you like nature!" And he simply said, "Yeah, but I got this skeleton wand I really like." Didn't make sense to me either, but to the tunnels we went. I was pissed, but I got over it, and everything turned out just fine. We hit the tunnels, then went to the forest. The tunnels was actually a lot more fun of an encounter. So, it was all good. However, I tucked this little dispute between
characters and players
away in my mind, just in case it came up again.
So now back the swamp. Tensions were rising between
characters
and at this point,
players
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Christoph Boeckle
Member
Posts: 455
Geneva, Switzerland
Re: [Social Contract] How I killed My Partner
«
Reply #1 on:
January 19, 2008, 06:36:43 AM »
Very interesting! How did you manage the duel? Did you use minis? How did you play your character's invisibility?
Have there been any discussions about your character being "unbalanced" or is that not a concern in your group?
Would you have suggested a duel if there was no resurrection spell at the ready?
Has any of this informed your design of the new game you mention?
Logged
Regards,
Christoph
Caldis
Member
Posts: 359
Re: [Social Contract] How I killed My Partner
«
Reply #2 on:
January 19, 2008, 07:18:04 AM »
First off have to congratulate you on the strong social contract. In many groups this kind of thing wouldnt have gone over so well and not just with the players involved in the duel but often many of the other players feel someone has stepped over the line and holds it against them.
I think one thing that helped here is the D&D liberal use of the "Get out of death card". The consequence of this duel wasnt something game altering like the permanent loss of a character that he'd been developing the whole game, it was just a slight social smack down for some bragging rights. Did you guys realize ahead of time that it was a safe conflict? Was it talked about or just understood?
Irrelevant side note, I never saw a Bladesinger in 3rd edition but I remember they were over the top in 2nd so no surprises there.
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Callan S.
Member
Posts: 3588
Re: [Social Contract] How I killed My Partner
«
Reply #3 on:
January 20, 2008, 01:08:01 AM »
From my own measurement, it's uncomfortable to say the least. Using certain mechanics in order to tell another player to never again use certain mechanics himself, is contradictory. It either didn't work (he was playing possum) because he's still certain of his right to use the mechanics just as much as you exerted your right to use them. Or the duel was a distraction while social pecking order was asserted.
Another point is that the mechanics he used were part of the game - but rather than deciding the game has mechanics which people in the group don't enjoy, it's decided player usage of the game should be modified. It's like buying a badly fitting shoe, but expecting the foot to change to fit the shoe, rather than buy a shoe that fits the foot.
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Philosopher Gamer
<meaning></meaning>
Troy_Costisick
Member
Posts: 802
Re: [Social Contract] How I killed My Partner
«
Reply #4 on:
January 21, 2008, 06:41:37 AM »
Quote from: Christoph Boeckle on January 19, 2008, 06:36:43 AM
Very interesting! How did you manage the duel? Did you use minis? How did you play your character's invisibility?
We were using minis. When my character went invis, the DM picked him up off the mat. We each took a couple minutes to plan out a strategy, then wrote it down and passed it to the DM. He cued us when to make rolls for initiative and attacks and whatever else. He kept track of where the PCs were on a map behind his DM screen.
Quote
Has any of this informed your design of the new game you mention?
It made me realize that it's a good thing for players and characters to have their goals and intentions for play spelled out so the group knows about it. The whole "undead-loving druid" thing bugged me and the cleric player because it's a very un-DnD thing. Had we known what Paris's aspirations for his character were, we probably would have been more accepting. So, my new game has a space for players to write out goals, destinies, and passions for their characters. This way, everyone can share and celebrate those things.
Quote from: Caldis on January 19, 2008, 07:18:04 AM
I think one thing that helped here is the D&D liberal use of the "Get out of death card". The consequence of this duel wasnt something game altering like the permanent loss of a character that he'd been developing the whole game, it was just a slight social smack down for some bragging rights. Did you guys realize ahead of time that it was a safe conflict? Was it talked about or just understood?
Yes. Whenever you have Raise Dead type effects, it does take the sting out of dying quite a bit. There's still some penalty, but not enough to discourage you from from playing ballz-out. We both figured, "eh, if I lose this, I'll just get resurected and move on." I think the loss of social esteem would have been worse than the loss of a few stat points or levels. But the main thing is, the duel was cool for both of us. I got to show off how uber the bladesinger class was, and Paris innovated a new use for Mud to Stone that came in very handy later in the campaign. On the plus side, it resolved a conflict at the in-character level before it became a real problem at the player level. That was my intent and goal the whole time. The cool thing is, it worked!
Peace,
-Troy
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Theory Blog:
http://socratesrpg.blogspot.com/
Game Company Website:
http://www.divine-games.org/
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