Yeah mine have all been very collective. I would think individualist would be pretty rough on the DM, since PCs would often get split up and have to have their own separate story going.Psydney said:Have people actually played in long-term, successful "Individualist" D&D campaigns? I've never been involved in anything other than strongly Collective ones, and friends who have come from Individualist groups to ours always seem, after an initial settling in period, to find the Collective approach more relaxing and enjoyable. It's so far outside my experience I'm just curious what the draw and payoff are to an Individualist style?
I have run two successful Individualist campaigns using the Cyberpunk 2020 rules. Both of them lasted around 20 sessions or 6 months, which is a very long run for both Cyberpunk and Individualist play!Psydney said:Have people actually played in long-term, successful "Individualist" D&D campaigns? I've never been involved in anything other than strongly Collective ones, and friends who have come from Individualist groups to ours always seem, after an initial settling in period, to find the Collective approach more relaxing and enjoyable. It's so far outside my experience I'm just curious what the draw and payoff are to an Individualist style?
Okay, there's a missing piece. I was picturing a usual "players vs. GM" scenario but with a lot more lying and backstabbing and having a hard time seeing how it wouldn't end in bad feelings on the meta-game level. But if everyone understands up front that they're competing...I can see that. ThanksArchon said:I have run two successful Individualist campaigns using the Cyberpunk 2020 rules. Both of them lasted around 20 sessions or 6 months, which is a very long run for both Cyberpunk and Individualist play!
In the first campaign, the group split into two different factions conspiring against each other over a fortune in illicit wealth.
In the second campaign the group split into multiple competing mini-factions that each tried to one-up the other while still working fairly cooperatively.
Fair point. I suppose I wasn't really arguing against it, just looking for some clarification. In support of your theory, I can say that nobody likes playing with the guy who is always chaotic evil (even in games with no alignment) and kills everything he sees. We had a guy like that in High School. Pretty soon we stopped telling him when we were gaming.Archon said:I'm not sure how the story you've shared represents any difference from what I'm suggesting in practice. It sounds like you and all your fellow players took everything in good stride. I imagine that if your newly-evil Ranger had, i.e., just cut everyone's throats in their sleep, they'd have felt differently, regardless of the fact that you were just roleplaying evil. Or, contrarily, if they'd cast "detect alignment" on you and then cut you down, again, that probably would have changed how you felt.
It sounds like you understood the social dynamic of your group, and roleplayed evil in that context in a way that was fun for everyone! That's a testament to superior playing skill on your part, but it doesn't mean the core theory is wrong
Well, I think you are wrong there. Hiding things from the DM is completely acceptable in some groups, particularly games that encourage adversial play like D&D 3.5. It's not how I run but I know DMs who run like that.0over0 said:Anyway, as to your example, unless we're talking children with limited social experience, I can't imagine a DM not foreseeing problems with the newly made character or the player and heading them off at the pass. If the player is hiding things from the DM, then clearly that is a problem person and beyond the scope of in-game solutions (they are going to "behave badly" no matter what).
This seems right to me and adds another dimension to the models offered here - that is, in addition to intra-party decisions about collectivity, competitiveness, or individualism there are analogous decisions to be made about the party-DM dynamic. The different combinations of the two matrices could be fairly interesting (e.g., collective players team up to thwart a competitive DM; individualistic players cooperate with a competitive DM against other players).Archon said:Well, I think you are wrong there. Hiding things from the DM is completely acceptable in some groups, particularly games that encourage adversial play like D&D 3.5. It's not how I run but I know DMs who run like that.
The dog does not get a share.Archon said:Because ?That?s what my character would do? doesn't cut it.
You would be surprised; an Evil camp is allot of fun if you set down the mentioned play style before hand. For instance if you can get all of your players to only screw with each other in a minor fashion and show them that collective evil can be fun, you end up with a surprisingly rewarding camp.Fortuan said:I like the competitive-collective it was fun to have the players in competition. This is why I hated running evil campaigns it is hard to have an evil party. My group begged for one at one time but I broke them of it quickly. Imagine a player in the campaign who has an evil sword that begs him every night to kill everyone in their sleep, hope you have good will!
Well I guess I didn't mention that really it wasn't the fact that it was an evil campaign that was a problem but how the players wanted to play it. For instance I honestly gave them a goal. They banded together in order to fend off a vigilante who would surely destroy them 1 by 1. Unfortunately for them they decided it was better to back stab each other until only 2 remained. They were promptly slaughtered.Croaker42 said:You would be surprised; an Evil camp is allot of fun if you set down the mentioned play style before hand. For instance if you can get all of your players to only screw with each other in a minor fashion and show them that collective evil can be fun, you end up with a surprisingly rewarding camp.Fortuan said:I like the competitive-collective it was fun to have the players in competition. This is why I hated running evil campaigns it is hard to have an evil party. My group begged for one at one time but I broke them of it quickly. Imagine a player in the campaign who has an evil sword that begs him every night to kill everyone in their sleep, hope you have good will!
It is important to have a common goal they can work to.
That is called stupid, not evil. If they were any kind of successful evil doer they would call truce, kill the vigilante, and then back stab the party member. All the while attempting to build people's allegiance to prevent something happening to your guy before you get to the vigilante.Fortuan said:Well I guess I didn't mention that really it wasn't the fact that it was an evil campaign that was a problem but how the players wanted to play it. For instance I honestly gave them a goal. They banded together in order to fend off a vigilante who would surely destroy them 1 by 1. Unfortunately for them they decided it was better to back stab each other until only 2 remained. They were promptly slaughtered.Croaker42 said:You would be surprised; an Evil camp is allot of fun if you set down the mentioned play style before hand. For instance if you can get all of your players to only screw with each other in a minor fashion and show them that collective evil can be fun, you end up with a surprisingly rewarding camp.Fortuan said:I like the competitive-collective it was fun to have the players in competition. This is why I hated running evil campaigns it is hard to have an evil party. My group begged for one at one time but I broke them of it quickly. Imagine a player in the campaign who has an evil sword that begs him every night to kill everyone in their sleep, hope you have good will!
It is important to have a common goal they can work to.
I think a little bit of that kind of stupid should be expected from time to time. The first thing I think of when the idea of an evil camp comes up is this kind of behavior.KEM10 said:That is called stupid, not evil. If they were any kind of successful evil doer they would call truce, kill the vigilante, and then back stab the party member. All the while attempting to build people's allegiance to prevent something happening to your guy before you get to the vigilante.Fortuan said:*Snip.Croaker42 said:*Snip.Fortuan said:*Snip