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08-25-2005, 02:33 AM
Post originally by Jethrow at 2005-08-25 01:33:30
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I love to see tension between players, for the dual reasons that it takes the workload off me as GM and also because it brings to the fore alot of what roleplaying is all about. Both of the games I have been running for years, and the game in which I have played for more than a decade, inter-player tension has been the mainstay. In the Gunmaster/Twilight 2000 game I run, the party runs its affairs in a military manner, with a strict heirarchy based on rank. This in itself creates tension, because no-one has yet been prepared to mutiny, and while the commanding officers over the years have all been prepared to hear debate from other characters, the final decisions rest with the CO and everyone else has to accept them. In the Harnmaster/Middle Earth campaign I run, the party is made up of seven player characters, and over the past five years or so has transformed from an egalitarian model of decision making to a virtual fascist dictatorship. In this case it was due to one of the two most powerful characters becoming (through ensorcelment) the slave of a powerful witch, and the other main character and his allies have been trying to save him and bring him back into the fold, without directly disobeying his rule. In the game in which I play, also Harnmaster, my character is a Sindarin, and the other main character is a human. The human started the game as a knight, while my character started the game as a (seeming) peasant hunter. For the first thre or four years of real time in that game, there was little inter-party conflict, because my character towed the feudal line, but once it became apparent that my character is immortal and very powerful in combat, a kind of racist tension developed. And I love it!

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08-25-2005, 12:47 PM
Post originally by Ian Sokoliwski at 2005-08-25 11:47:15
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Yeah, this kind of tension (provided it doesn't spill over into 'real life' too much) can really bring a great level of humanity to a game, taking it a bit beyond 'regular' gaming. It doesn't always happen, but it is memorable when it does.

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08-25-2005, 01:59 PM
Post originally by Karro at 2005-08-25 12:59:48
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I guess my experiences haven't been that great, because I've found that all-too-often this sort of conflict can and does spill over into real life. In fact, I nearly lost several friends because of it, once. To this day I still don't roleplay with several of the folks involved in a particular incident, even though I still count them as friends.

But what did I learn from that incident? If there ~is~ going to be intra-party conflict, then the players need all to be aware of what the conflict is, what the stakes in the conflict are, and what the final results of the conflict are likely to be. If some players are allowed to make plans and decisions with the GM that will have a gross impact on the other players without said other players having a say in the plans or the outcome, the results are going to be hurt feelings all around. These sorts of things need mature and cool heads to rule irl, even if the characters being portrayed are acting hot-headed and irrational. (Okay, yes, about 5 years ago I was on the receiving end of a bad decision made in secret by a player and a GM which resulted in my character's death--to which I grossly over-reacted in a rather immature matter myself, which only made the whole situation worse.)

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08-25-2005, 03:17 PM
Post originally by Ian Sokoliwski at 2005-08-25 14:17:15
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Oh, sure, this is absolutely correct. It is one of the reasons I'm not wild about the idea of decisions made 'in secret' between one or more players and the GM. It can (and does) work at times, but it must be done carefully.

The type of intensity I'm talking about (and that I much prefer), however, is when the players are so 'into' the personalities of their characters, that it is differences in personality and character outlooks that drive the difference of opinion (and not just 'I'm a dark loner' vs 'I'm a team player' kinda stuff either). Even this, if taken too far however, can get a bit disruptive, especially if there are already marked differences in opinion and personality between the players themselves... (more on this topic later :) )

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08-26-2005, 08:10 AM
Post originally by Karro at 2005-08-26 07:10:56
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Good point, too. In the examples you provide, the players are pulled more into the story, not forceably removed from it, or asked to divorce themselves from their characters.

Sadly, from the GM perspective, I've still found this hard to do, for the simple reason that it's hard to find players who are willing to invest themselves this much in a character. I appreciate the examples, though, as they inspire me with the hope that one day I'll GM a game with a group full of these sorts of players.