Getting Players to Work Together?

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Joe
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Getting Players to Work Together?

Post by Joe »

I am looking for tactics in game or elements one can have in a game that would encourage active teamwork.

My experience shows that well oiled machines where everyone knows their roles and niches in an adventuring party are few and far between. It is more common to have a crazy scene of everyone pursuing various different (oftentimes conflicting) agendas at the same time.

It makes for an evenings entertainment but not for efficient dungeon delving by any means.

What do you suggest to encourage active teamwork?

I'm not looking to write a chapter that ends up being a lecture on how to work together and support a common goal...though that may be required.

I'm more looking for actual ways to reward folks in game and also give them consequences for NOT working together.

Example: A trap that requires the fighter to hold a stone block up while the thief works on the controls to disarm the trap all the while the mage is needed to keep the guardian creature charmed.
If they manage to work together they are rewarded by the treasure beyond.
If they fail the block crushes the thief, the fighter gets the full brunt of the trap while the mage gets eaten by the guardian! :twisted:

But also looking for your ideas on how to insert elements into the mechanics and "feel" of a game.

serleran
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Re: Getting Players to Work Together?

Post by serleran »

This seems to be the point of the 4th D&D edition system, wherein several characters can contribute to a single (or consecutive) rolls to overcome a challenge, such as a trap. But, that is based on hearsay as I have not actually bothered to read it. The next step, it would seem, would be to actually mandate that such is required or the thing cannot be overcome; this definitely makes it seem more like a computer game, especially the old-school type like Bards' Tale.

The less intrusive means would be, similar to some AD&D options, such as "this chest cannot be opened without a combined Strength of 32." Or using character height/weight for something other than an ignored line on the character sheet. Much like this, too, race and even gender can become involved but I would be hesitant to think it should be overused or it becomes a focus, rather than a sideline "ooo, bonus!"

Another option is through use of "whimsy cards" or "fate" where a player can expend/play to help someone else -- if there is a reward for such things, like a +100 XP award per +1 applied, then you may see people doing it just to get freebies, rather than because it will actually matter.

Really, I would imagine it depends on the breadth of "rule." If players cannot learn they will survive longer and better working together, the DM should slaughter the characters until they learn... but, I'm a dick.

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finarvyn
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Re: Getting Players to Work Together?

Post by finarvyn »

Maybe this isn't the kind of wisdom you're looking for, but have you played HeroQuest? (The old MB board game.) The philosophy there is very "team" oriented.
* Everyone takes turns and the turn order never changes. This means that the team often comes up with a plan as to who does what in which order as a team strategy.
* The mission is a success if any one or more characters accomplish it, so others may be willing to sacrifice self to promote team. (So we all win or lose together.)
* Each mission, everyone gets to start out at full strength even if they "died" in the previous mission. Again, folks are more willing to sacrifice their own character if the long-term penalty isn't so bad.

These kinds of things seem to have helped my group a lot.
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mordrene
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Re: Getting Players to Work Together?

Post by mordrene »

One part of the new warhammer rules is a party sheet and party experience. maybe do something along those lines would work. Have a party sheet that as they work together the party gains xp that they can cashin for bonuses of fate points?

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Rikitiki
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Re: Getting Players to Work Together?

Post by Rikitiki »

Read 'em the 'Adventuring Party' chapter out of the 1e DMG maybe?
If I recall, that had a nice explanation of how working together would
not only make dungeon forays survivable, but also profiitable.
As far as rewards go, the standard divvie-up of treasure at the end
of an adventure can (and should) be done relative to cooperation/teamwork
on the part of each party member: Gulth the theif, having disarmed the
major trap and saved much grief from the other party members gets first
pick from whatever swag they gleaned...next up is Rurag the fighter since
he held the doorway as the others scampered...and so on. Doesn't take
long for a player to 'get it' with those kinds of incentives.

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redwullf
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Re: Getting Players to Work Together?

Post by redwullf »

mordrene wrote:One part of the new warhammer rules is a party sheet and party experience. maybe do something along those lines would work. Have a party sheet that as they work together the party gains xp that they can cashin for bonuses of fate points?
Curious idea...thoughts bubbling...creative juices flowing...

In my large campaign group, I often have issues with "strife" erupting within the group. The above statement gives me an idea - apply an XP penalty to the party for these moments, and express that this has happened. My argument can be that their "experience" includes their ability to work as a team, and by squabbling and bickering, they are hampering and damaging their learning opportunities...? 10% per instance, perhaps?

Thoughts?
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"The worthy GM never purposely kills players' PCs. He presents opportunities
for the rash and unthinking players to do that all on their own.” -- E. G. G.

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Rikitiki
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Re: Getting Players to Work Together?

Post by Rikitiki »

In my games, I'd always hand out extra Experience Points during play for significant things -- hell, folks'd get 10 EPs for a good pun! So, yeah, just do the same for good teamwork -- when the Fighter and Mage keep getting small EP bumps 'cause they're working together (for example), the Cleric and Theif won't take long to get the idea.

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