On Sat, Jan 3, 2009 at 7:42 PM, Susan Koziel <[email protected]> wrote: > Seeing as sandbox games are the only sort I run, I suggest: > > 4) Also the problem of one PC not socially fitting with the rest - it's > easier to run a sandbox game if the PCs all have a reason to regularly be > together. eg :A local - pickpocket/theif in a game that involves other PCs > that are politicians or working on matters of state rather then survival are > tricky to play. So as a GM you need to make judgement calls on what a player > should or should not play. This sounds draconian but in a sandbox game it's > not.... a player will just get frustrated if their character doesn't fit with > the others in the party - and that's not fun for anyone. >
One of my all time favorite games, Ars Magica, works this directly into the game. All the players have at least one character, sometimes two or three, that they play themselves, but they also have a shared character, the Covenant. The Covenant is their home, a place of safety in an unsafe world. A place of gathered and shared resources. Each player has their own input into how the Covenant is built and run. Each character has a vested interest in seeing the Covenant succeed. Of course, each character will have his own ideas as to what the best way to achieve that success. Often those ideas will conflict with one another and provide some of the best dramatic roleplaying. -- Chris J. Whitcomb "I try to keep an open mind, but my brain keep falling out!" _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
