The latest London Times has been posted. Shirley’s little bit of pure devilry (which cannot be traced to him in-game—this is definitely a Good Thing for Shirley) can be seen in the first clip from February 20th.
(Stay tuned. Shirley is currently giving our Mr. Michaels an interview; I don’t know when Li is planning to post it. As for Vroomfondel—keep digging yourself into that hole, old chap, keep digging.)
The Grand Ellipse and a discussion with someone from my gaming group spurred me to ask this week’s Game WISH question, about the group dynamics and social relations in parties of PCs. Unfortunately, I didn’t phrase myself very well. I’m less interested in so-called “game balance” than in how characters justify their presence in parties, and how party members see themselves in relation to each other.
Most parties I have played in are parties-of-social-equals, as I stated in the question. If there is leadership, it arises out of the personal qualities of individual characters or by acclamation; frequently, however, there is no leadership at all, leaving the party to stumble about like a headless chicken, bickering constantly and agonizing over every decision.
(Come to think of it, I’ve been on standards groups that were like that too. Nice to know this isn’t unique to gaming groups.)
I don’t think I’ve ever played in a party where one character was given (or insisted upon wielding) authority by virtue of social status, wealth, or force. How odd and unrealistic is that?
Not only is there often no leadership in such parties, moreover—I often find no connection between characters whatsoever save for (however temporarily) a common goal. Why do players so rarely coordinate backstories with each other?
The Grand Ellipse is a novelty: the characters are competitors, seeking a prize that only one can win. The dynamics thus far have been interesting and rather different. Shirley is currently talking with another Ellipsoid, and though he is being as aboveboard and honest as he possibly can (prig that he is), she does not entirely trust him because they are competitors. Two decent people who cannot (yet) manage to get along together purely because of context. A curious thing. I’m rather enjoying it.
(And I admit I got a huge kick out of figuring out how to stab Vroomfondel in the back. He is so very much asking for it. Which is, I hasten to add, a reflection on the character only, not the person playing him.)
The party-of-equals naturally comes about because players consider each other equals. No player cares to appear domineering; overt bullying can get one kicked out of gaming groups. As with many other things, though, I think that a good gaming group should be able to overcome questions of player precedence in order to vary the social constitution of parties of characters.
Military units. Priestly orders. Guilds of all sorts. Families. Feudal structures. Policing structures. Economic structures. Local authorities all the way up to empires. So many hierarchies available to play with, so little time to game!
Some relations of authority are chosen rather than imposed; these I do find, if not as often as I’d like. Teaching and mentoring. Not a few romantic relationships. Trade (as in “them what has the gold…”). Mercenary service.
Relationships involving responsibility interest me also, and I don’t see enough of them. It seems to me that such relationships are a natural balm for the level imbalances being complained about in other responses. If the high-level characters feel responsibility for the lower-level ones, things should tend to even out—the high-levels can’t go all-out against too-powerful foes because the low-levels will get smashed. They’ll have to work out ways around. And they’ll have to roleplay.
I’ve counterfeited this situation to some extent with Afletana, who despite her substantial cleric abilities is genuinely fragile compared to other party members. It works and it doesn’t. They do try to take care of her, a little bit, but I can’t put it past them to let her die, either.
For all my carping, I like the party-of-equals. It is indeed difficult to portray unequal relationships in a game without causing hard feelings among players. I think the roleplaying possibilities are varied and interesting enough to make it worth a try, though—with all due diligence in the form of meta-discussion beforehand.