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THE QUEST FOR THE GOLDEN GROUP There are quite a few role-playing groups out
there. JONATHAN HICKS would like to know which type are you most
suited to? A myriad of
different gaming groups has spawned a lot of different styles of gaming. You
get your heroes, your wargame-types,
your freeformers... each group has a different
approach to how the game should be played. Star Wars role-playing has come a
long way since the days of
don-your-powerarmour-and-draw-your-vibrosword-to-kill-lots-of-nasties-and-get-the- credits-from-the-dungeon-type games. Hundreds of
groups all over the world have their own little quirks and house rules that
make their game unique, but on the surface a lot of groups share the same
traits. How do you play your games? The SOCIABLES
don't take their gaming too seriously. In fact, as soon as they are
distracted by anything that they think is more entertaining, they'll drop
their D6's and do a runner. Oh, they'll get together on a pre-set evening to
do a game, but there's a chance that the game will fall apart half-way
through the session, or maybe it won't even take off. This is because that
role-playing is just another way of getting together. Groups like this don't
usually last long. Sometimes they'll have a good game where they'll get into
a situation they can relate to, but those games are few and far between. WARGAMERS are almost exactly
what the term means- they play the game to conduct detailed combat
situations, and role-playing pretty much takes a back seat. Their characters
are two dimensional, almost always being a part of a military outfit, or at
least trained that way. The term 'hack n` slash' applies to these kind of
groups, who don't think they've had a decent night's game unless someone has
been killed or something has been blown up. Considering a lot of games are
especially created for conflict and war, these kinds of groups are quite
common. The FLAMBOYANT
groups are the ones that belong on the stage. Their games are more or less
freeform, with the rules used only to govern confrontational situations.
They'll jump from their chairs and wave their arms about to physically
express their character's actions. The place they play their games will be
decorated to suit the mood of the game, like having candles lying around or
drapes over the windows. Each player is an actor in their own right, and
would rather decide a situation using their skill as a thespian rather than
what they have written on the character sheet. Another
common kind of group is the RULESMONGERS. The rulebook is law, and
deviating from that law is wrong. These gamers will quote rules for every
situation, be it combat or climbing a syntherope or
NPC interaction. Half the evening's session will be taken up by flipping
through the rulebook or companion volumes, checking charts and tables and
passing books across the table. Some of it is also taken up by disagreements
on a rule interpretation. Each GM decision is questioned by the players, every player action is checked carefully by the
GM. MOTIVATED role-players are the
ones who only really want what's best for their character. They want decent
equipment, better skills and a higher status. They'll play their characters
to the hilt to get the most out of it, and try to reap in rewards and
prestige. They'll place their character sheet and applicable notes in clear
binders, and flesh out the character with complicated backgrounds and a
predetermined goal. Likewise, the GM will have detailed notes on all the
NPC's the PC's will meet detailed locations and maybe even draw up a sequence
of events that happen around the players. These sorts
of groups' spawn the STORYTELLERS, who play the game to unfold a plot
that has the traditional beginning, middle and end. These groups can be quite
linear with their play, with the GM guiding the players along a story already
conceived. They can also be quite unpredictable, what with the players
wanting their characters to do what's best for them, and the GM trying to
cater for all the different PC's by introducing alternate plots. INTENSE groups are the ones
who get right under the skin of their characters, giving PC's and NPC's alike
psychological traits which go beyond what they have written down on their
character sheet. They play characters with dark pasts or horrible phobias,
and react to situations with intricately fleshed out actions. They have
personal reasons (at least, personal to their character) why they are acting
in a certain way. Their campaigns revolve around personal tragedy and
psychological trauma, with moments of high drama and tense atmosphere thrown
in. Finally,
there are the CASUALS, who are willing to play the game but are
indifferent to the outcome. They'll crack jokes throughout the game, make
light of grave situations and generally be laid back about aspects of the session
that would mean a lot to any other role-player. These groups tend to change
GM's frequently, and PC's are quite expendable. The players will play their
characters, sure, but if they died it would be no big deal. The scenarios are
pretty much open, allowing the players free rein of their environment with
the GM winging the games to give the players something to do. Different
types of groups produce different kinds of players and GM's. Some players
don't mix well, however. Could you imagine taking a rulesmonger
and slapping him in the middle of a flamboyant game? It doesn't take much to
realise that it would not work. A rulesmonger would
probably fit in better with a group of wargamers. A
motivated player would probably mix well with a group of flamboyants.
A sociable type would probably get bored very quickly with any other group. So which of
these groups would you fit in well with? Perhaps you would fit in with more
than one. You may be a rulesmonger who likes to be
intense about the games, or you may be flamboyant gamer who has a lot of
motivation for the character being portrayed. Better
still, which of these groups is like your group? |