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mean_liar Duke

Joined: 07 Mar 2008 Posts: 2030 Location: Boston
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Posted: Mon Mar 19, 2012 1:54 am Post subject: distributed GMing |
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I want to have (semi)intelligent enemies without having a central GM role.
Currently, for the minigame I'm attempting to tackle, this involves every player being responsible for a Nemesis targeting another player, where the success of a Nemesis gives the player and the Nemesis some kind of reward, with the other non-played NPC elements following some basic scripting.
The context is long-term factional contests. The players will be running characters, but also organizations; their opposition are other organizations as well as unexpected crises. While the crises (plague!) can be scripted, the non-player organizations may or may not have an interest in directly opposing the players at any given moment in time.
So, any ideas? What ways could you suitably, engagingly model a collection of actors with agendas without having a GM in charge of determining every non-player action for the "round"? |
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shadzar Prince
Joined: 26 Jun 2009 Posts: 3673
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mean_liar Duke

Joined: 07 Mar 2008 Posts: 2030 Location: Boston
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Posted: Mon Mar 19, 2012 3:35 am Post subject: |
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I must be desperate because I viewed your post.
Every round, players will have individual characters as well as factions they control, in-game, as agents of their characters.
There will also be a collection of opposing factions and crises.
Factions (and to some extent crises) will have natural opponents in certain characters; it arises out of the game's cooperative setting design that your enemies are generally enemies that have something to do with your character. They killed (or are) your dad, they're digging up your revered dead, or whatever. So most of the opposing factions will have a natural target.
The players also advance as a group - that is, horizontal power expansion (little incremental tricks) occurs individually, but success has to be mutually shared to get a vertical power expansion (ie, more powerful attacks).
The idea, in its current amorphous state, is that every round the opposing factions need to DO something. That's the real trouble: how do you speedily get a collection of opponents that may or may not directly move against the players to act convincingly? |
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...You Lost Me Knight-Baron
Joined: 10 Jan 2011 Posts: 858
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shadzar Prince
Joined: 26 Jun 2009 Posts: 3673
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Posted: Mon Mar 19, 2012 4:51 am Post subject: |
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| mean_liar wrote: | | I must be desperate because I viewed your post. |
same here....
| Quote: | | That's the real trouble: how do you speedily get a collection of opponents that may or may not directly move against the players to act convincingly? |
find a Netbook?
somewhere there must be some collection of groups with NPCs and such, that way the DM doesnt have to create them at the drop of a dime.
as for the players playing them, this is a problem like mentioned above. the players will sooner or later play favoritism and PvP will occur, or they wont be interested in doing double work.. or the DMs job.
the most likely case scenario i EACH player breaks formt he party and runs with their own faction playing against each other and the DM has to figure out what to do other than dragging out the WHFB or something else to play out these larger scale battles, or the game will turn into 4 simultatious single-player games and the DM has to run them all in separate rooms to prevent clashing until something does occur that will get them back in the same room playing at the same time.
| Quote: | | Never split the party. |
this is a way for a DM to have less work and players less bored while others are playing, and i cannot forsee a way with your idea that wouldnt have the party split.
you might want to see if you can find Reverse Dungeon and see if it offers some idea towards what you are looking for. _________________ Play the game, not the rules.
Click here to see the hidden message (It might contain spoilers) | Swordslinger wrote: | | Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do. |
| Lewis Black wrote: | | If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer. |
good read (Note to self Maxus sucks a barrel of cocks.) |
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Chamomile Duke

Joined: 03 May 2011 Posts: 1992
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Posted: Mon Mar 19, 2012 6:02 am Post subject: |
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| I don't know any of the details of your system, but if at all possible it'd be better to run off of a simple script. |
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Ice9 Duke

Joined: 07 Mar 2008 Posts: 1024
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Posted: Mon Mar 19, 2012 6:19 am Post subject: |
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Seems workable, you're basically just having a player that isn't in the scene run the monsters, except that in this case the "monster" is an organization.
Now for the first part of that to be true, you'd want to make sure that there isn't much interaction between the character and nemesis that the same player is running. For example, if Bob is playing Xyzzy the Sagacious and also the Discount Warlord Guild, said guild should generally not be targetting or hiring Xyzzy (although if Xyzzy was actually to join them, I guess that would be ok).
Also, I think Wraith did this, or something similar.
Last edited by Ice9 on Mon Mar 19, 2012 6:20 am; edited 1 time in total |
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hogarth Prince

Joined: 27 May 2009 Posts: 3469 Location: Toronto
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Posted: Mon Mar 19, 2012 12:56 pm Post subject: |
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| It's hard to answer without knowing what type of game your players like. For instance, I personally don't like games where it's possible for me to be eliminated (e.g. time to go read a book while everyone else plays), so I prefer a game which is heavily weighted towards the bad guys losing. But other people thrive on player-vs.-player games. |
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mean_liar Duke

Joined: 07 Mar 2008 Posts: 2030 Location: Boston
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Posted: Mon Mar 19, 2012 3:04 pm Post subject: |
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The larger context is a semi-typical TTRPG.
I'm just really looking for a way to not have a GM in the game, while having a range of opposing elements within a section of play that don't have an immediate goal.
I mean, in combat, scripting is easier: eliminate the opposition based on initial placements and threat assessment. Here, with a more long-term view of things, it's not so clear that any particular faction would want to immediately charge and destroy any particular player faction. Perhaps they want to interact positively with some non-player factions, or perhaps they want to act against them.
I think I'll have to script it out a little more rather than give the reins to anyone, maybe invoke Schroedinger's Opposition (they don't exist as a fully-formed entity until you interact with them) or something.
More thought is clearly required.
...
I used this sort of thing in a completely not play-tested at all TTRPG about professional wrestling ( http://tgdmb.com/viewtopic.php?t=53130 ) where players are explicitly encouraged to use NPCs as their proxies to crab-bucket their fellow players and work against them. Here, I don't think the mechanic works as well. |
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Winnah Duke
Joined: 15 Feb 2011 Posts: 1019 Location: Oz
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Posted: Mon Mar 19, 2012 4:04 pm Post subject: |
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There was something like this in WtO
| Quote: | Shadows are created as a separate mini-character with their own character sheet and attributes. The Shadow is traitionally played by a Shadowguide, another player in the Troupe. Normally, each player in WtO runs one Wraith and one Shadow, and a Shadow's attributes (temporary and permanent Angst in particular) are not known to the wraith's player.
Shadowguiding is a complicated job, especially since it implicitly means that every player in a troupe is the adversary of at least one other player in the Troupe. The difficulty involved in properly shadowguiding is one of the major reasons for wraith's complexity. |
I only have the sourcebook because of a lucky find at a second hand book store, I scored a whole heap of stuff.
Basically, another player or the GM creates a 'shadow' to your Wraith PC and presumably interacts with the GM to have it act out at appropriate moments. Usually minor things, like complicating dice rolls, but in a full confrontation between a Wraith PC's Shadow and their dominant Psyche, it may derail a session with a combat or something.
Personally, I think you should look to Wraith as an example of not what to do. Elements of the Shadow system are good, but the implementation seems a bit confrontational to me, especially with all the mindfuckery and angst involved. |
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FrankTrollman Serious Badass
Joined: 07 Mar 2008 Posts: 20418
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Posted: Mon Mar 19, 2012 4:28 pm Post subject: |
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Wraith is the coolest game I don't want to play. The antagonism of it kind of works in a horrible sort of way.
The goal of distributing the work of controlling team monster around the table is to get incentives set up such that the players want to do a good job in playing them. The Shadows of W:tO actually had that going because the only palpable goal of the game was "have cool stuff happen", so doing cool stuff with your turns as the Shadow was as much as you could ever hope for. That and the PCs were more doomed than Paranoia Troubleshooters, so who cared if you accidentally killed the party?
You could do something where accomplishing goals with the monsters under your control gave you narrative imperative points or plot cards or something that allowed you to push the story in directions you wanted it to go. Or even do something dissociative and post modern like giving out XPs for the PC for good monster play. No matter how crunchy and goal oriented your game is, I'm sure there is some way you can get the incentives to line up the right way.
-Frank |
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shadzar Prince
Joined: 26 Jun 2009 Posts: 3673
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deanruel87 Knight

Joined: 12 May 2008 Posts: 485
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Posted: Mon Mar 19, 2012 8:45 pm Post subject: |
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The "Marvel Heroes" board game does something like this. Each player plays both as a team of superheroes and as his opponents Villain. As superheroes you don't fight each other or anything but you do fight your supers against his villain. Now admittedly this game only has one "winner" which is whoever's super team did the best, so it may not be directly applicable. But it's a good board game that people quite like, so worth looking into I'd say.
http://boardgamegeek.com/boardgame/14808/marvel-heroes _________________
| DSMatticus wrote: | | Fuck you, fuck you, fuck you, fuck you. I am filled with an unfathomable hatred. |
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fectin Duke
Joined: 01 Feb 2010 Posts: 2136
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Posted: Mon Mar 19, 2012 8:57 pm Post subject: Re: distributed GMing |
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| mean_liar wrote: | | So, any ideas? What ways could you suitably, engagingly model a collection of actors with agendas without having a GM in charge of determining every non-player action for the "round"? |
You can get a lot of mileage out of running an "evil" game for a while, then running a "good" game in the same setting. It gets you well fleshed out characters and believable antagonists. If you can engineer a schism in the first group, you get to face off against the big bads one at a time, which could let you have that particular player reprise his evil role. |
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mean_liar Duke

Joined: 07 Mar 2008 Posts: 2030 Location: Boston
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Posted: Tue Mar 20, 2012 2:11 am Post subject: |
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| FrankTrollman wrote: | | You could do something where accomplishing goals with the monsters under your control gave you narrative imperative points or plot cards or something that allowed you to push the story in directions you wanted it to go. |
This was precisely what I'd imagined. A lot of the setting would be generated collectively by the group at the game's outset using a version of the Microscope, which is basically a way to have a codified improv session full of "yes and"-ing everyone's ideas into a single narrative. Allowing players to play further with that without interference from other players "yes and"-ing them seemed a good reward.
My concern is, as others have pointed out and just discussing this has illuminated, eventually the opposition will go from milling about mucking here and there to coalescing into a coherent, semi-unified threat. At that point having a player screwing another player's economic expansion while leaving his own military conquests is no longer feasible: the impediments are over-lapping to the point where it gets questionable.
I still like the idea of players being able to influence the narrative, but in this context I think I'm going to have to figure out a way to convincingly script things up. |
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TheFlatline Duke
Joined: 30 Apr 2010 Posts: 1553
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Posted: Tue Mar 20, 2012 4:27 am Post subject: |
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| FrankTrollman wrote: | Wraith is the coolest game I don't want to play. The antagonism of it kind of works in a horrible sort of way.
The goal of distributing the work of controlling team monster around the table is to get incentives set up such that the players want to do a good job in playing them. The Shadows of W:tO actually had that going because the only palpable goal of the game was "have cool stuff happen", so doing cool stuff with your turns as the Shadow was as much as you could ever hope for. That and the PCs were more doomed than Paranoia Troubleshooters, so who cared if you accidentally killed the party?
You could do something where accomplishing goals with the monsters under your control gave you narrative imperative points or plot cards or something that allowed you to push the story in directions you wanted it to go. Or even do something dissociative and post modern like giving out XPs for the PC for good monster play. No matter how crunchy and goal oriented your game is, I'm sure there is some way you can get the incentives to line up the right way.
-Frank |
Wraith was an AMAZING setting that destroyed gaming groups. Playing another character's shadow was extremely destructive, the GM had too much going on, and one person being the shadowguide meant you had to effectively know 4 or 5 characters almost better than the players did.
But when it worked... well, the party spent more time yelling at their inner voice than actually *doing* anything. I am the only shadowguide to my knowledge to completely convince a character and player that turning spector and killing his daughter and making *her* a spector/wraith was the only way to protect her, and got the character to do it... voluntarily.
The game didn't *last* very long when it hit it's stride, because it was a clusterfuck of epic proportions. |
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deanruel87 Knight

Joined: 12 May 2008 Posts: 485
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Posted: Tue Mar 20, 2012 4:29 am Post subject: |
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What if you codify in the existence of "Nemesis's's" into the system. Like it is a part of the game idea and story system that each player has to create a Nemesis who totally wants to destroy him and solely him really at the cost of almost anything. Then it's fine if each opponent focuses on one player individually at a time, because everyone's turn will come up.
The more problematic part is if a more skillful player is running Player A's villain while a less skillful player is running Player B's villain. _________________
| DSMatticus wrote: | | Fuck you, fuck you, fuck you, fuck you. I am filled with an unfathomable hatred. |
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Fuchs Duke
Joined: 02 Oct 2008 Posts: 2217 Location: Zürich
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Posted: Tue Mar 20, 2012 8:06 am Post subject: |
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| For a few years we ran a game where every player also was a DM, running their plots in the shared setting (with one party, not different parties). Usually each session we'd switch back and forth, at times focusing on one adventure, sometimes running a few parallel. It did work out decently well. |
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Judging__Eagle Prince

Joined: 07 Mar 2008 Posts: 3873 Location: Lake Ontario is in my backyard; Canada
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Posted: Tue Mar 20, 2012 1:08 pm Post subject: |
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There are some modern RPGs that do use this model.
Each character creates not only their character, or team/roster of characters; but also creates a Nemesis, either for all their characters, or simply individual characters.
The actions of the Nemesis are conducted in a Nemesis phase; and are controlled by the player to the left of whomever's Nemesis is acting (or Mister Cavern if no other players are at the session).
It's much more narrative driven, and much less tactical table top driven, which means that the player beside you probably will use your nemesis to stymie your character somehow. _________________ The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board. |
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hogarth Prince

Joined: 27 May 2009 Posts: 3469 Location: Toronto
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Posted: Tue Mar 20, 2012 2:20 pm Post subject: |
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| Fuchs wrote: | | For a few years we ran a game where every player also was a DM, running their plots in the shared setting (with one party, not different parties). Usually each session we'd switch back and forth, at times focusing on one adventure, sometimes running a few parallel. It did work out decently well. |
That's not exactly what's being proposed though, where player A is rewarded for harming player B (via player B's enemy). |
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mean_liar Duke

Joined: 07 Mar 2008 Posts: 2030 Location: Boston
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Posted: Tue Mar 20, 2012 5:30 pm Post subject: |
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| Judging__Eagle wrote: | There are some modern RPGs that do use this model.
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The actions of the Nemesis are conducted in a Nemesis phase; and are controlled by the player to the left of whomever's Nemesis is acting (or Mister Cavern if no other players are at the session). |
Which games? |
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