Sunday, June 26, 2011

Aurora Consurgens: Campaign Nature

An adventure is an inconvenience properly considered
- Chesterton
Based upon chats with players on the nature of the game, the following is put forth:

1) This is a game with multiple players often busy at different times and able to play between 2-4 times a week for the most part.
2) The more players active in one channel, the more attention the GM gives it. (This is simply how things work out, for obvious reasons.)
3) Plots exist as connection points between multiple characters (PC and NPC) with combinations thereof eliciting varying results, which in turn get modified by Sparkie anyway. In general, one can assume that PCs are going to be more creative than NPCs.
4) Because of 3, problems can arise that cannot be solved by any one PC or NPC; this is pretty much the nature of games, really. PCs are fallible, and screw up, and are not Mary Sues to be able to solve any problem they make alone. (Also, more PCs involved in a situation means there are other people to blame if things go wrong. Which Sparkie assures me they will.)

As such, one can manage to survive just fine without friends or allies, but with them one can do a lot more. And, if played right, get all the rep. from the situation for yourself, or definitely gain in reputation from being involved in that at all. In other words, PCs need to be proactive in finding allies and friends -- as well as enemies, because one is judged on the caliber of enemy you have as much as anything else.


What this means for sessions is that it behooves players to link up and work together when as as they can; the various groups (the police, SAFE, R2-45, Disco) exist partially to support this. (Hell, it is pretty much the meta-game reason for safe: it exists to make the world a better place, and saying one doesn't want to pretty much defeats the purpose Of being a PC, and a hero of ones own story. Which isn't to say it's the only option; Teresa's a police officer, Temp is also part of Barry's group. Etc.) So, if players are on at the same time and in roughly the same time frame, finding reasons to meet and work together works better for their characters own goals and the game as a whole.

If they aren't, or the PC is busy on a specific plot deal, that's always fine and sometimes to be expected. But given the nature of the game, there are very few plots that will only affect one PC (for example, Mason's school has drawn in SAFE, the police, etc. as a mystery to be solved) and as such are seldom problems one PC can solve alone*. Which doesn't mean they can't try, but just because each PC has a hammer does not mean they are necessarily the right tool for the job, or to nail down a specific nail.

There is no shame in asking for help, as difficult as it might be for PCs to do that, to PCs or NPCs. And yes, this means players will need to chat during (and between) sessions and figure stuff out for how to connect together and share info. and so forth, but that's part of the fun too. If need be, we'll end up trying to set up a couple of specific set nights and have the rest be more loose, but I'd rather avoid that as much as we can at present.


* Or they can take a power-boosting drug! It's safe! Honest!

1 comment:

  1. This seems like just a lot of common sense/

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