Parties, Parity and Conflict

Mar 2, 2010
Mark

I’ve seen numerous opinions regarding party dynamics. Many of them essentially mandating party members are friendly with each other and supportive. A symbiotic relationship is best in the minds of many. Introductory rule systems espouse the same logic: A party comprised of X, Y, and Z are necessary to undertake this adventure.

The hive mindset is unnatural to me. I think it is often limiting. I see no need to be friends with party members if they have differing goals than I do. A character can easily coexist with others for a short amount of time because it is beneficial. My enemy’s enemy is my friend….right now..

So many examples come to mind. I’ll start with party balance based on classes within D&D. Basically, all the published material espouses the need for class balance within a party. You need a thief, mage, cleric and a fighter at a minimum to achieve parity. Why? Running games based on the recommendations is easier initially from the balance. It’s also rather dull after a few years.

From the player perspective, the balance approached has been indoctrinated. Most games we play require it to achieve success. GM’s reinforce the balanced approach because they start by requiring it from lack of experience and then are obligated to keep all the characters involved so balance the adventures. The feedback cycle continues until it is ingrained.

More egregious, most DM’s force goal alignment down the throat of the characters. Doing so can snuff the life out of developing a character based only upon your planned campaign. Plans are only good up until implementation. If the players sit down and create 6 dwarves with intertwined backgrounds, can you honestly send them into battle against dwarves that are rising up against humans? Unlikely to happen if you constrained the choices available before character generation but plausible if you put them in an open sandbox.

Many systems, and GM’s also suggest or mandate that the characters all be white hats. The characters are going to undertake the campaign because they are the good guys and some bad guy needs thumped. Let me get out the scissors and carve some cardboard. Alignments in D&D propagate the idea.

Well, I’m lawful good, so I always have to play that way. Nope. If I’m playing a lawful good character and the DM has bad guys kidnap my daughter, I’m going to respond based on raw emotion, not ideals. I’ll hope my chosen god supports me along the way or forgives me in the end. There is no fixed bucket to what a player should be allowed to do or negative impact if she exceeds a certain limitation. You can judge based on overall interaction but the instantaneous, emotional response defies bucketizing.

Party conflicts are often quashed by many GM’s. Why? Is it really necessary to mandate? I played in essentially a 2-player campaign where my cohort was so paranoid of my character killing him, the other party put a massive amount of effort toward thwarting any intrusion into his home. Granted my character used whoever he could to achieve the goals he desired…not the party goals. I’d never considered turning against my party member but in the back of his mind, it was likely.

The same player later played a guy in a campaign who was wretched toward other player’s characters. “What have you done for me lately?” was the question always in the back of his character’s mind. So many PC’s died at his hand, I cannot count them. Yet, those same players kept making new characters and playing. Or trying to play again and again.

The best party dynamics I have experienced come not from planning but from differences. Kevin’s Top Secret campaign is an example. We generated characters based on a blank slate. In the end, the players within the party were very intertwined but also very self reliant. Rarely did we call each other for support. Instead, we called in the others to maximize impact.

Take the opportunity to thumb your nose to the expected and play purely off the players. You will be rewarded.

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3 Comments

  • Though not a directly related response, but tangental… one of the additional drawbacks to playing in a game with “niche protection” in classes is the possibility of a party Death Spiral. Basically the result of losing one of the niche characters where there is no backup.

    For example, consider the situation where the party has rushed headlong into a trap-laden region of a dungeon. Everything’s going fine until the thief blows a critical roll and bam! the party’s SOL because they can’t possibly survive the return trip to the surface.

    Symbiosis of this nature leads players to create characters who “don’t step on one another’s toes.” But eventually this mindset leads to something similar to that described above happening.

    Whereas most Adventurers in a fantasy genre should be able to stand on their own two feet without having to defer all skill to another. Most players create template-based characters who are clearly entrenched in the “niche” mentality.

    Does that mean everyone should be an uber fighter/thief/mage/cleric? No. That’s absurd. But that doesn’t mean that Mongo the Fighter Initiate for the One True Blade shouldn’t consider not taking a level of cleric just because it might hack off Cedric the Pious’ player. Who knows when the blessing of the sword-swinger might just mean the difference between life and death of ol’ Cedric.

  • @Kevin:

    I left the topic rather open ended on purpose. You’re response espouses a pitfall I did not state but should be obvious to many. I’m not against niching a party together to take something on. I’ll steer clear of it these days but I’ve done it over and over as a player.

    Mostly, I was trying to expose that there are many other approaches, which work just as well Everyone approaches the game differently and each game is different. If I made a single DM consider doing something outside the box, I’m calling a success. I had to cut out several references to 4E when I originally wrote it because that seems to be an overarching goal.

  • I think a lot of these guidelines came out because of people who had problems in their gaming. I look on them like the rule about not discussing politics at the office – it’s a good idea to hold back until you know the people involved well enough to make sure people don’t get upset. In various gaming groups I’ve seen all these rules broken. Sometimes things went bad, but usually they led to interesting games. Talking about things usually clears up potential problems.

    It’s interesting you mentioned 4e. It makes the party roles obvious, but they’ve existed in all forms of D&D. Actually, 4e is better suited to varying the combinations than earlier versions. In previous versions of D&D, you had to have a divine caster. Without it you didn’t have any healing. Without a rogue you could not deal with traps. etc. In 4e, there are several different types of leader – you no longer need a divine caster to heal. You don’t even need the leader role – everybody can heal themselves with second wind and short rests. It’s more challenging, but it’s possible. In 4e most traps can be dealt with in multiple ways – arcane skills or just battering them until they don’t work. Even the traditional traps don’t need a rogue. Anybody can make a theivery check.