SO iv been playing and running in a lot of Trad games.

SO iv been playing and running in a lot of Trad games.

SO iv been playing and running in a lot of Trad games. I thing iv noticed is that the PC no matter how long they have been working with each other never form in game friend ships. They work together and synergize in combat etc. But they don’t care about each other. A long time PC could die in in a gruesome way in front of the other PCs would be like “shit. We need a new front line fighter”

I want to pull in a mechanic that encourages PC to bond and give a fuck about each other. Any good games I could ripoff for this?

30 thoughts on “SO iv been playing and running in a lot of Trad games.”

  1. 1. Don’t a lot of people who fight regularly in wars form few friendship because of high lethality?

    2. Why not just ask each person to describe how they know the character to their left in 1-2 sentences.

    In the end, each person has two connections. And I’ve always experienced folks using these in play unprompted.

  2. 1. Don’t a lot of people who fight regularly in wars form few friendship because of high lethality?

    2. Why not just ask each person to describe how they know the character to their left in 1-2 sentences.

    In the end, each person has two connections. And I’ve always experienced folks using these in play unprompted.

  3. I like the Mission Pool in Night Witches. Have a scene where you reveal something personal to another member of the unit, and you get a bonus that everyone can use in the next mission.

  4. I like the Mission Pool in Night Witches. Have a scene where you reveal something personal to another member of the unit, and you get a bonus that everyone can use in the next mission.

  5. I’ve been playing with the idea of requiring a role play prompt when players make camp. The idea is to ask the players a leading question and offer rest and an opportunity for XP if they come up with something juicy.

    EX:

    “As you sit by the fire one of you recalls a time when you were enemies. Which of you was involved in the dispute and how did you make amends?”

    You could even theme the questions to the environment, with more dangerous camps reflecting the dark mood of the party.

  6. I’ve been playing with the idea of requiring a role play prompt when players make camp. The idea is to ask the players a leading question and offer rest and an opportunity for XP if they come up with something juicy.

    EX:

    “As you sit by the fire one of you recalls a time when you were enemies. Which of you was involved in the dispute and how did you make amends?”

    You could even theme the questions to the environment, with more dangerous camps reflecting the dark mood of the party.

  7. Justin Ford I like that a lot. Make Camps in Dungeon World are one of the times I deploy a set of questions my players always get a kick out of: “One of your companions does something you find extremely annoying. What is it? Another one of your companions does something you find surprisingly endearing. What is it?” The answers and discussions from those questions lead to terrific party bonding and dynamics.

  8. Justin Ford I like that a lot. Make Camps in Dungeon World are one of the times I deploy a set of questions my players always get a kick out of: “One of your companions does something you find extremely annoying. What is it? Another one of your companions does something you find surprisingly endearing. What is it?” The answers and discussions from those questions lead to terrific party bonding and dynamics.

  9. Nery Mejicano​. I suggest you add flags, but they don’t necessarily support friendships. In their way, they promote more story by cashing in on a PC’s flaws, but they don’t mechanize bonding.

    If you are wanting some relationship growth, I would suggest creating scenes that are explicitly for that purpose. Eg, after a dungeon or when traveling, tell your players that you will give them xp to roleplay a scene where everyone is just sitting around a fire or managing camp. Have each character ask another character about themselves. No dice rolls needed. As the GM, feel free to nudge with leading questions. ‘(rogue), you botched job a few months back, why have you not told that party anything about it?’ etc.

    I like these kind of scenes because they only take like 5 minutes unless the players are really into it; then you get to sit back and enjoy.

    Lastly, outside of mechanical support, the best way to have friendships between PC’s is to show the irl players that you want to explore it and that it can make the game even better. Explicitly have a talk with our party to see if they are interested. Be prepared, though, they may be fine without that level of varisamilitude. (Im not trying to say that you arent doing these things; just throwing in my two cents)

  10. Nery Mejicano​. I suggest you add flags, but they don’t necessarily support friendships. In their way, they promote more story by cashing in on a PC’s flaws, but they don’t mechanize bonding.

    If you are wanting some relationship growth, I would suggest creating scenes that are explicitly for that purpose. Eg, after a dungeon or when traveling, tell your players that you will give them xp to roleplay a scene where everyone is just sitting around a fire or managing camp. Have each character ask another character about themselves. No dice rolls needed. As the GM, feel free to nudge with leading questions. ‘(rogue), you botched job a few months back, why have you not told that party anything about it?’ etc.

    I like these kind of scenes because they only take like 5 minutes unless the players are really into it; then you get to sit back and enjoy.

    Lastly, outside of mechanical support, the best way to have friendships between PC’s is to show the irl players that you want to explore it and that it can make the game even better. Explicitly have a talk with our party to see if they are interested. Be prepared, though, they may be fine without that level of varisamilitude. (Im not trying to say that you arent doing these things; just throwing in my two cents)

  11. Warren Denning Agreed! I find some players like to portray their characters and act emotional – and will do so with no mechanics – and some people have no interest and won’t – and will likely dislike such mechanics. Of course, sometimes players just need an example to lead the way.

    Nery Mejicanos Do you portray your GMCs in an emotional manner as a way to guide the players into that style?

  12. Warren Denning Agreed! I find some players like to portray their characters and act emotional – and will do so with no mechanics – and some people have no interest and won’t – and will likely dislike such mechanics. Of course, sometimes players just need an example to lead the way.

    Nery Mejicanos Do you portray your GMCs in an emotional manner as a way to guide the players into that style?

  13. I’ve been thinking about this a bit. My home group actively creates connections between their characters. But that’s not a reliable source of connections.

    — PbtA style history/backstory questions are great.

    — The Cipher System’s role/style connection mechanic is great. Would be very usable if there are specializations for characters

    — 13th Age has a fiction-first rule that allows players to say what their special thing is. Maybe they’re the only person to fail out of wizard school and became a paladin. Maybe they were on a crew that navigated some impossible sea passage.

  14. I’ve been thinking about this a bit. My home group actively creates connections between their characters. But that’s not a reliable source of connections.

    — PbtA style history/backstory questions are great.

    — The Cipher System’s role/style connection mechanic is great. Would be very usable if there are specializations for characters

    — 13th Age has a fiction-first rule that allows players to say what their special thing is. Maybe they’re the only person to fail out of wizard school and became a paladin. Maybe they were on a crew that navigated some impossible sea passage.

  15. Sorry for the thread necro, but I just saw this.

    In our DW-like game, we’ve added the following to our End-of-Session move (instead of resolving Bonds):

    “Next, given an example of how your relationship with or opinion of another character (PC or NPC) has changed. If everyone agrees, mark XP.”

    It’s quick, it doesn’t have the “resolve a bond” issue (or the “write a new bond at the end of the game when you’re about to go home” issue) that normal DW has. It serves as a way to make the players think about their relationships with each other, and has generated some great conversations.

    If you’re looking for something more full-on mechanical, the Bond system from The Regiment is pretty slick. Though… it’s also pretty central to the game. Not quite sure how you’d tack it on to an OSR/trad game without a ton of work.

    mightyatom.blogspot.com – The Mighty Atom

  16. Sorry for the thread necro, but I just saw this.

    In our DW-like game, we’ve added the following to our End-of-Session move (instead of resolving Bonds):

    “Next, given an example of how your relationship with or opinion of another character (PC or NPC) has changed. If everyone agrees, mark XP.”

    It’s quick, it doesn’t have the “resolve a bond” issue (or the “write a new bond at the end of the game when you’re about to go home” issue) that normal DW has. It serves as a way to make the players think about their relationships with each other, and has generated some great conversations.

    If you’re looking for something more full-on mechanical, the Bond system from The Regiment is pretty slick. Though… it’s also pretty central to the game. Not quite sure how you’d tack it on to an OSR/trad game without a ton of work.

    mightyatom.blogspot.com – The Mighty Atom

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