Chemistry of a Group

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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NitoKa
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Chemistry of a Group

Post by NitoKa » Wed Jan 15, 2014 9:28 am

Something had been brought up to me just a bit ago and I think it might be good to talk about it. Group Chemistry. No it isn't a new group that's coming up, though it would be a cool name for one if it were, it's the fact that some people (Players) bond with each other while in a group and make the group generally more enjoyable, because you'd rather game with your friends than complete strangers right? Well, unless you've had contact with them before, which is very possible, you all start out as strangers to each other, or at least you as players do. So then, what creates that bond between players to make the game feel fun? A GM can have a fucking awesome idea and story, but if the players don't get along, then theres no fun to be had :applecry:

So then, I'll voice my opinion on it and you all can voice yours. My opinion is that a group bonds through player experiences. The first combat you all share and take down a particularly strong enemy. Working together to do something great, that's what I think is a perfect bonding experience for a group. I know I felt much happier with my groups after our first 'boss' or story arc.


So that's just my opinion, let's hear yours. What do you think makes a Group fun?

Tankenstein_PhD
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Re: Chemistry of a Group

Post by Tankenstein_PhD » Wed Jan 15, 2014 6:02 pm

What really ups the "fun" factor for me is if I get along and socialize with the players outside of the normal game time. Makes OOC chatter a lot more relaxed, as well as RPing with those players in general. I also enjoy discussing what's happening outside of normal game times.

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TyrannisUmbra
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Re: Chemistry of a Group

Post by TyrannisUmbra » Wed Jan 15, 2014 8:51 pm

Some of the most fun games I've played are the ones where the party /isn't/ completely harmonious. Inner strife is fun and engaging, so long as it doesn't spill over into OOC.
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f1r3w4rr10r
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Re: Chemistry of a Group

Post by f1r3w4rr10r » Thu Jan 16, 2014 2:28 am

You are mostly right about experiences, however I would like to add, that some players are pretty much already set up to get along with certain other players more easily than the rest. That is mostly because of things like similar thoughts and ideas, similar humor and so on.

I would also like to point out a thing that seems to be pretty hard to some newer players: The distinction between IC and OOC. I have to say it time and time again: "The views and ideals of my character are not necessarily my own." Still some seem to have problems distinguishing that. The fun in role playing is that you get to be someone your are usually not. And if you find someone else who gets along particularly well with your character and maybe additionally gets along well with you personally, you are in for a great time.

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Viewing_Glass
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Re: Chemistry of a Group

Post by Viewing_Glass » Thu Jan 16, 2014 3:12 am

The Chemistry of a Group depends on three noteable things:

1.) The GM
2.) The Players
3.) The Characters

For my explanation:

1.) The GM is in charge and runs the game. No matter what else can be said, the issue of chemistry falls to the GM. Should the GM spy a conflict among the players, they should step in and act as a neutral party, trying to hear out what the issue is. In the event of a troublesome (and definitely a toxic player) the GM must be ready to boot a player who is intentionally disrupting the group. This is especially true in the case of a toxic player, a player who's very presence is disruptive to the game. However, the GM should never be antagonistic toward the players. Nothing ruins the chemistry of a group faster than an antagonistic GM. It should also be noted that a GM should avoid favoritism to a particular player and/or neglect a particular player... this can also ruin chemistry.

2.) The Players are a group of individuals telling a story, through the characters. This means that every PnP is a group exercise, each player giving and taking as they work together. Stubbed toes are to be expected. Don't let those stubbed toes sit and fester though! Remember, we are hear to have fun. Should you ever have a problem with another player, address it outside of game with them. If you don't think you can, talk to the GM! That is what they are there for, after all.

3.) The Characters are the final way a game can have the chemistry ruined. The characters are what make up a story... so if you have a character that hates Steel Rangers with an unholy passion in the same group as a character who is a Scribe, that can either be a wonderful thing, in the hands of an experienced player, or it can be terrible and tear a group apart. As f1r3warr10r stated, 'The views and ideals of my character are not necessarily my own'. Players should keep that in mind when in character.

A few suggestions to avoid upsetting chemistry:

Have the characters know each other, whether they grew up together or have just worked together in the past! This helps establish existing character friendships, and should the players want to still have individualized secrets, the characters can simply have worked together in the past. Of course, having characters that grew up or worked together in the past is difficult, unless...

You build characters as a group! Building characters as a group allows the players to get to know eachother, and helps institute that awesome chemistry! Back stories can be built off of each other, and you end up with each character having their own niche. This helps avoid the problem of having three characters who all tagged speech as their special talent, for instance.

For GMs, there are a couple things you can do. Avoid letting one player go off and take care of stuff on their own. Instead, try to keep the group together as much as possible... and, in the instance you do have a character go off on their own, keep the other character's in the loop. No one likes to just sit and not do anything, after all, and a group of people remembers more than a single person.

In addition, I've found that offering individualized XP tends to offer more trouble than not. Keep everyone at the same XP (unless they take Horse Sense or Ah' Want it Now!). It helps build the idea that the group is a team.

My two bits on Chemistry of a Group.

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