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#11 |
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Join Date: Oct 2007
Location: Vermont
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One of my all time favorite articles from the Pyramid (vol.2? Online but not PDF) concerned doing this with a league of superheroes.
Each player has a superhero in their own town, but has characters who are sidekicks or allies to the other player's superheros. The only time everyone plays their most powerful character is when the league gets together with the fate of the world in the balance. So you could play Batman, but when the adventure's happening in Metropolis, you play Jimmy Olsen -- you know that you're time to shine will come when the scene shifts over to Gotham. I never have gotten a group on board with it though (I'm the only one in my group who likes making characters enough that I'd want to make 5 of them.)
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My ongoing thread of GURPS versions of DC Comics characters. |
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#12 |
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Join Date: Dec 2010
Location: Seattle
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The main consideration is how often the "party" -- by which I now mean "main characters" -- will be split up. Another important consideration is how long you expect the campaign to last. Some examples from this thread:
The post-DS9 campaign offers something most of us are familiar with, where multiple threads of an adventure and campaign take place in parallel. This suits long term development of multiple characters rather well, with the "main characters" being department heads and the "secondary" characters being their subordinates. Pool points work well here and are more of a reward to the player than anything else. But since other characters DO have tasks off screen but in (time) sequence, and often in the context of the same adventure, this doesn't seem even slightly objectionable. Bill tends to run shorter term campaigns. Because of this, splitting parties and having secondary characters seems like it would work well. In general in a short-term campaign, bonus points used for development don't unbalance things the way they can over a longer period of play. Finally an example from a campaign I'm playing in. Our party got split up. We ended up playing our characters or NPCs handed to us as GM control sheets. In other words, we were supporting cast (or even extras). We received bonus XP for good roleplaying as usual (if we did something good), or just straight XP for our characters. Since this was roughly equal, it didn't alter the course of character development. And since it allowed the other players to do something interesting and be involved in the "subplot" (of COURSE it's a subplot -- MY character isn't involved!), I think it worked well. All of this depends on the model of the game. I've done it successfully by requiring the players to have 2 characters -- one 150 point, one 100 point -- in a more sedentary game. One player ended up playing his "secondary" character FAR more, but dumped bonus points into his main character. That worked out just fine. This is a long way of saying that, while you're going a step further than I have, I think that this model works well so long as the players are up for it. Be prepared with NPCs. You might even pregenerate the secondary characters! But most of all: have fun!
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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#13 | |
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Join Date: Oct 2006
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#14 | ||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Quote:
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#15 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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I think the frequency with which sessions happen is going to have an effect on this. If you're playing weekly, it would be fine. If sessions are a month or more apart, you're going to be a lot keener to have your core character involved.
Another approach is just to have multiple PCs per player. The players form teams for adventures from the characters who seem to be relevant, or who would be interested. This feels fairly natural in practice, IME. |
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#16 | |
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Join Date: Jan 2005
Location: Vancouver, WA
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One of my players is very interested in role-playing and character development while the other enjoys building up and using skills. I try to spread the points around as best I can but the RP player tends to get more. The 'skills player' tends to get bonus points for coming up with good ideas for workarounds to problems...rather than just rolling under his pretty high skill values. As you might imagine, he plays the Chief Engineer and a skilled flight officer (pilot). His lowest-point character is a Bajoran junior security officer and she's the most interesting, best-developed character he runs. The rest mostly push buttons. M |
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#17 |
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Join Date: Sep 2004
Location: Yucca Valley, CA
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I'm with Sir Pudding. I've tried troupe style many times over the years, and the problem isn't with GURPS, it's with groups. Some players like it, some get it, and some don't.
Here's what I like to do instead, and even with this I've had iffy results. Players can contribute to the game for extra points. A fully-designed character sheet with a page of backstory for a significant, recurring NPC, is worth a point. Roleplaying the character in those recurring scenes will also be worth a point when it happens. (Write-ups of organizations and governments, artwork like maps and minis are also worth points.) The problem with this approach is that equal effort from different players does not produce equally useable results, and also that some players go hogwild with this idea and get way more points than their peers, which can lead to resentment. The solution to the second problem is to cap the bonus, but I don't know a solution to the first, especially with contributors who think an NPC needs thousands of points in order to be interesting, or conversely one who thinks he needs to experience every crisis ever depicted in General Hospital and All My Children in order to be interesting. GEF Last edited by Gef; 03-02-2012 at 06:11 PM. |
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#18 | |
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Join Date: Dec 2010
Location: Seattle
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There are reasons for somewhat troupe-like play even in itinerant murdering games/genres. In my recent DF game, I had 3 players: Barbarian, Bard, Swashbuckler. I didn't want to restrict anyone, so I told them that we (i.e., me as a GM and them as PCs) would find whatever roles need filling in game. In practice, though, they ended up with some other delvers of lower caliber. At one point, they recruited a thief (who lived in spite of being built on 75 points -- lucky rolls!), and they were about to recruit a wizard before I suspended the campaign due to RL issues. With extra NPCs running around, I tended to hand them out in combat so that everyone had something to do more than once a turn, and so that I didn't end up running half of the physical bodies in the party by fiat or bogging everyone down while I adjudicated NPC vs. NPC moves. It ended up working out well.
__________________
Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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#19 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Although in fairness you came in after the prospectus. |
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#20 |
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Join Date: Dec 2010
Location: Seattle
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Quite right. I had a PC go into the underworld for a session. In order to keep things interesting, I had the other players run characters who had died. They weren't really into it because I don't think I had properly prepared them. Fortunately, it was a one-time thing. That same group (minus one player, who wasn't even the problem) did just fine in a similar troupe situation, but the campaign was set up that way.
__________________
Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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| Tags |
| sandbox, troupe |
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