Play Constructively: Pass the Ball is an excellent post on ars ludi that addresses players supporting fellow players at the gaming table. For example, if someone else is playing a spooky necromancer, passing the ball would involve having your PC always act like their PC is, in fact, a spooky necromancer — even if the other player isn’t selling it all that well.
I’d add one more item to the list, along the lines of number three: Push their buttons. Not to the level of being an irritant, but if another player has included angst, issues, phobias or other bad stuff on their character sheet, it’s because they want to see it come up in play. Help that happen.
Whoa. That is a great post and concept, and unfortunately I don’t see players doing this enough.
Create soil for their issues I like better as a concept rather than push their buttons. I’ve dealt with (and am dealing with) players who play chaotic characters who antagonize other characters because they are dealing with their real life issues in game. It kills the game for the other players because they are stuck dealing with idiotic in game fighting which has no reason.
So pushing buttons in some cases I can see, but some people can take it too far. Conversely, the ones who take it too far, would find some way to ruin the game without that as an excuse.
This sort of thing should be common sense for any good roleplayer, but I think John’s right. You just don’t see it happening enough.
Of course, I’m as guilty of this as anyone. I always spend a great deal of time ironing out my character concept, personality, mannerisms, etc. so that my character comes off as interesting and three-dimensional. An end consequence of this that I never really take into account is that my characters tend to overshadow other, less-developed ones. And while this might be appropriate, it’s not necessarily as much fun for the other players, some of whom don’t have the desire or the creativity to create anything more than a two-dimensional character.
One of the very few things I will give bonus awards for in a game (e.g. roleplaying experience awards in D&D-style game), is any activity that brings out other characters.
Showing your character’s paranoia by constantly grabbing the spotlight? Not worth squat. Showing your character’s paranoia by reacting to someone else’s character? Golden.
In the main game I run (Star Wars d20) I’ve used a system where the players reward each other for this kind of team work, whether its during combat or helpful suggestions during what becomes a successful non-combat encounter. Each player begins each session with some poker chips. When someone else does something to help or improve the game for you, give them a chip. They get xp for the chips they’ve gotten during play. There is the additional bonus of being able to use these extra xp right away to affect their character or they can hold onto it for level advancement.
This system has helped in many ways beyond encouraging teamwork. I feel that it has helped all of the members of my group better players. Even now we are playing a different game run by another member of the group and we still are playing like the ‘peer xp’ is in effect.
Yes, the article’s advice is excellent.
Pushing buttons – one thing to consider is if this is appropriate for the play style. Also consider what buttons you’re pushing. In my gamist games, trying to push thematic buttons is going to flop badly.
Nice article for the right style of play. Most of those suggestions would flop for my game’s style (though probably are some corresponding suggestions for old school gamist play, and the one suggestion of not stealing your buddies kill comes close – so long as overall you are playing for your team to win).
Frank
“[…] if another player has included angst, issues, phobias or other bad stuff on their character sheet, it’s because they want to see it come up in play.”
Or because it gave them more character points or something.
I think your article is a great reminder for all players. I find myself often focusing only on MY character. (does this sound like real life parallels? hmmm.) But if I think of the game and the group as a whole and how my character can help or how I can help in character, then the game becomes more fun and there’s less jostling for the spotlight. Even a bit of a chat/plan on the side between players, if you know the person has a goal or an attribute that isn’t being utilized.
Stephen W.’s point about players focusing intently on their own PCs (I do it too) made me think of something.
It can be tough to go from character creation — where you’re creating your single most meaningful contribution to the game and the game world (at least in most RPGs) — to thinking, “OK, time to lob out some softballs so everyone else can anjoy their characters.” Eeenteresting.
Martin, that’s where group character creation comes in. Hopefully, as people are proposing cool stuff about their character, you’re chiming in and offering ways to zest it up.
You might be the person who asks if the character has family… and by asking, you’ve kind of committed yourself to being involved in bringing it up when appropriate.