Post by Finarvyn on Dec 10, 2007 22:49:38 GMT -6
I was struck by this...
Has anyone ever run a player-versus-player scenario? Did it actually work?
My experience is that when I have run these adventures, they always seem to degenerate into a rules debate. One side comes up with a clever idea and the other side is too competitive to lose gracefully (goes back to that "fight until you die rather than surrender" discussion on another thread) and frantically looks for a way to upend the other side's victory. Squabbles ensue.
For example, I ran one game where two characters were Princes vying for a throne. Each was given the quest of going out to find the lost crown and sceptre of their ancestors, and the one who returned with these items would be crowned king. Great, until one group took two days buying supplies while the other group hid outside the city and ambushed the supply group, killing the one brother. The other brother then claimed he could take as long as he wanted to find the loot, and clearly he had to be the winner.
You can imagine that the dead prince wasn't too happy with this solution. Of course, I could impose a lose-lose situation whereby the peasents wouldn't support a murdering Prince (assuming that somehow they found out) but it still wouldn't take away the fact that the one team felt cheated.
This sort of thing has happened often enough that I no longer enjoy running player v. player scenarios. Anyone else with similar experiences?
crimhthanthegreat said:
...there is no reason that you couldn't run the game again as all bad guys (not our cup of tea) or with two competing groups of players with the ref as just a judge and maybe running all noncombatants.Has anyone ever run a player-versus-player scenario? Did it actually work?
My experience is that when I have run these adventures, they always seem to degenerate into a rules debate. One side comes up with a clever idea and the other side is too competitive to lose gracefully (goes back to that "fight until you die rather than surrender" discussion on another thread) and frantically looks for a way to upend the other side's victory. Squabbles ensue.
For example, I ran one game where two characters were Princes vying for a throne. Each was given the quest of going out to find the lost crown and sceptre of their ancestors, and the one who returned with these items would be crowned king. Great, until one group took two days buying supplies while the other group hid outside the city and ambushed the supply group, killing the one brother. The other brother then claimed he could take as long as he wanted to find the loot, and clearly he had to be the winner.
You can imagine that the dead prince wasn't too happy with this solution. Of course, I could impose a lose-lose situation whereby the peasents wouldn't support a murdering Prince (assuming that somehow they found out) but it still wouldn't take away the fact that the one team felt cheated.
This sort of thing has happened often enough that I no longer enjoy running player v. player scenarios. Anyone else with similar experiences?