ArmorClassZero wrote:@Frank, @AncientH: I want to know why the PCs need to be together in a group (coterie or band or party, whatever) within the game. Nevermind the talk about factions and sects and clans, why do the PCs have to team up to go on a mission?
This is something that every game has to come up with. If you don't have a reason for there to be a team, then how and why the fuck are the PCs together? That's why D&D and Shadowrun start out with the assumption that you're a group of adventurers/shadowrunners out to do an adventure/shadowrun. That's your prime gameplay motivation right there. Solves a LOT of hassle.
Why do they all have to be the story equivalent of the Expendables for some big-dick NPC? Can't the PCs have their own goals and problems they're trying to solve, and through the course of playing the game, come into contact with the other PCs and act (or not) cooperatively as it suits them?
From a sandbox perspective, that might sound like a good idea - and indeed, as players grow into their characters, they might take more initiative and come up with their own plans - but you still need an initial impetus to get the team together, and a common goal that unites them to some end. They may be thrown together by fate and forced to cooperate to survive, or maybe they've all been hired for their individual skills and have their own motivations for achieving some common goal, but you still need to have
something that gets all the players together and moving in mostly the same direction at the same time, because Mister Cavern cannot do individual one-on-one roleplaying sessions with multiple PCs at once. It just doesn't work.
Like, rather than having all this business about classes and roles - your Face, Mage, Gunner, Chicken-Chaser, etc. - why not have the individual PCs let loose within the setting and collide with the setting and NPCs and suffer the consequences? And in doing so, they influence the other PCs directly and indirectly.
Having individual functions defined by class or archetype is about more than just filling out a slot in the team - it gives shape and focus to the character. Granted, archetypes are usually a bit more important (and less forgiving) in class-based games, because abilities are strongly restricted to specific classes, but it's still the case that most PCs don't have enough points to make good generalists, and specialist characters have a better chance to find individual moments to shine during a session.