RPG scenarios/congames and hidden PC agends
Nov 19, 2015 15:09:37 GMT -8
Post by tomes on Nov 19, 2015 15:09:37 GMT -8
From the callout in 15-19 from Stu Venable in regards to additional RPG questions for future special-guest episode, as well as in response to Stu's own question (~1:08:00) in regards to the question of having hidden agendas in game, here is my "letter":
Tomes here.
I personally have had excellent experiences with con games (esp Call of Cthulhu) where each player may have hidden agendas and backgrounds that may be of conflict, and eagerly look forward to such games and the role-playing opportunities and tragedies they present. However, I can understand that as a GM, you are playing with fire, in that the purpose of most PC parties is to work together toward some goal. You don't just want a bunch of murder hobos killing each other and then have half the party dead and upset at the first hour mark of a con game.
My claim to fame is my Lego-based Savage Worlds games at Strategicon (and a few other West-coast cons) in the last years. That said, what I think makes my recent Star Frontiers game memorable, separate from the awesome Lego props, and: Star Frontiers, is two-fold: On the one hand the goal of the players is obvious, since we outwardly work for the same organization, and there is a distress call that must be responded to. On the other hand each player has hidden agendas that may or may not be in conflict. My personal opinion is that it has worked well because the PC goals often overlap, and even when they conflict directly, it is only in their end goals, which really only come into play during the end of the game. Even though that may result in PvP action, at least this would be after everyone has had a good time for a few hours. I also spent a lot of time and effort trying to ensure that each PC has something interesting to work for, and none of them have information that would hold up the game for the other PCs (so it doesn't become some sort of information holding stalemate).
I'm curious what experiences, both positive and negative, you have had in regards to games with hidden PC agends, as either a player or as a GM.
Tomes here.
I personally have had excellent experiences with con games (esp Call of Cthulhu) where each player may have hidden agendas and backgrounds that may be of conflict, and eagerly look forward to such games and the role-playing opportunities and tragedies they present. However, I can understand that as a GM, you are playing with fire, in that the purpose of most PC parties is to work together toward some goal. You don't just want a bunch of murder hobos killing each other and then have half the party dead and upset at the first hour mark of a con game.
My claim to fame is my Lego-based Savage Worlds games at Strategicon (and a few other West-coast cons) in the last years. That said, what I think makes my recent Star Frontiers game memorable, separate from the awesome Lego props, and: Star Frontiers, is two-fold: On the one hand the goal of the players is obvious, since we outwardly work for the same organization, and there is a distress call that must be responded to. On the other hand each player has hidden agendas that may or may not be in conflict. My personal opinion is that it has worked well because the PC goals often overlap, and even when they conflict directly, it is only in their end goals, which really only come into play during the end of the game. Even though that may result in PvP action, at least this would be after everyone has had a good time for a few hours. I also spent a lot of time and effort trying to ensure that each PC has something interesting to work for, and none of them have information that would hold up the game for the other PCs (so it doesn't become some sort of information holding stalemate).
I'm curious what experiences, both positive and negative, you have had in regards to games with hidden PC agends, as either a player or as a GM.