Red Dice Diaries
RPG Brigade: Live panel #1 - The Value of Cooperation
RPG Brigade: Live panel #1 - The Value of Cooperation
Live übertragen am 26.03.2016
Myself and a couple of members of the RPG Brigade host a live-panel discussing topics of interest concerning TT RPGs.
Contents
1:01s Do we think cooperation is important?
1:12s Rob on how important cooperation is.
1:34s John on roleplaying games being a social activity.
2:09s Rob talks about the basic rules of improvising.
2:50s Question: Would you consider cooperative RPing as a form of positive meta-gaming?
3:53s Rob talks about player awareness.
6:46s Rob talks about the benefits of learning about other characters backgrounds to bring people in.
7:30s John talks about players taking responsibility for groups working together.
8:20s Rob talks about some of the differences between passive and active players.
10:40s John talking about some of the downsides of broody loner characters.
11:32s Rob talks about certain concepts not being suited to group play.
12:50s John talks about continuing IC conversations when the spotlight swings away from you.
14:00s Rob talks about being cooperative as a player without being wholely cooperative as a character.
15:15s John talks about IC conflict adding interest without destroying the sense of cooperation in an RPG.
16:36s Rob talks about the "get along gang."
17:35s Question: Is F2F gaming more conducive to cooperative play than online gaming?
19:15s Discussing some of the differences between online gaming and F2F gaming.
21:20s Rob discusses some of things you can do in F2F gaming that you can't do online.
21:37s John talks about an interrogation scene in one of the TheRogueDM's UKGE games.
22:18s John suggests a few ways you can bring a flavour of this to your online games.
23:00s Rob talks about the pros and cons of online gaming.
23:24s John talks about the differences between various media.
25:05s Discussing why people should cooperate in RPGs.
26:09s Discussing what you can do as a GM to encourage cooperation.
27:30s John talks about how much of the responsibility is the GMs to foster a cooperative environment.
29:03s Rob talks about designing quests that foster cooperation.
31.18s John discusses the benefits of having people with different ideas and abilities when coming up with a plan during an RPG session.
34:10s John discusses games being designed to have classes and character types that compliment each other.
35:30s Rob talks about GMs giving the players challenges where they work together to overcome an obstacle.
36:20s Question: What's your favourite technique for encouraging cooperation during world-build and creating character backgrounds?
36:55s Rob talks about the merits of discussing the world and characters with players before a game starts and using their ideas in the campaign world.
38:20s John talking about having characters with links in their backgrounds.
39:25s Rob talks about a method to have unconnected PCs bought together at the start of a game.
40:50s John talks about the "In Media Res" style of campaign start.
43:03s Rob talks about giving PCs information to relay to other characters rather than the GM handing it down.
44:11s John discusses using an initial situation to have the characters work together and build rapport without them realising it or becoming a formal adventuring party.
46:04s Discussing world-building a little and OOC cooperation.
54:30s Rob talks about players suggestioning opportunities for other PCs to use their skills.
55:15s John talks about the benefits of getting to know the capabilities of your companions.
56:25s Discussing the dangers of splitting the party.
58:00s John talks about splitting the party splitting the spotlight time.
59:00s Rob talks a little more about improvisation and splitting the party removing opportunities to improvise together.
1:00:00s Rob subtly brings up an amusing Star Wars (almost)TPK memory.
1:00:17s Question: When world building, what aspects should I be most concerned with?
1:00:54s Rob discussing the problems with forcing players who have diametrically opposed styles together in a game.
1:02:00s John discusses the benefits of defining the style of your game beforehand to save trouble further down the line.
1:03:50s The importance of knowing what you want out of a game.
1:05:20s Rob talks inclusivity in his closing thoughts.
1:06:10s John talks about the phrase "That's what my character would do" as an excuse for disruptive behaviour is his closing thoughts.
Myself and a couple of members of the RPG Brigade host a live-panel discussing topics of interest concerning TT RPGs.
Contents
1:01s Do we think cooperation is important?
1:12s Rob on how important cooperation is.
1:34s John on roleplaying games being a social activity.
2:09s Rob talks about the basic rules of improvising.
2:50s Question: Would you consider cooperative RPing as a form of positive meta-gaming?
3:53s Rob talks about player awareness.
6:46s Rob talks about the benefits of learning about other characters backgrounds to bring people in.
7:30s John talks about players taking responsibility for groups working together.
8:20s Rob talks about some of the differences between passive and active players.
10:40s John talking about some of the downsides of broody loner characters.
11:32s Rob talks about certain concepts not being suited to group play.
12:50s John talks about continuing IC conversations when the spotlight swings away from you.
14:00s Rob talks about being cooperative as a player without being wholely cooperative as a character.
15:15s John talks about IC conflict adding interest without destroying the sense of cooperation in an RPG.
16:36s Rob talks about the "get along gang."
17:35s Question: Is F2F gaming more conducive to cooperative play than online gaming?
19:15s Discussing some of the differences between online gaming and F2F gaming.
21:20s Rob discusses some of things you can do in F2F gaming that you can't do online.
21:37s John talks about an interrogation scene in one of the TheRogueDM's UKGE games.
22:18s John suggests a few ways you can bring a flavour of this to your online games.
23:00s Rob talks about the pros and cons of online gaming.
23:24s John talks about the differences between various media.
25:05s Discussing why people should cooperate in RPGs.
26:09s Discussing what you can do as a GM to encourage cooperation.
27:30s John talks about how much of the responsibility is the GMs to foster a cooperative environment.
29:03s Rob talks about designing quests that foster cooperation.
31.18s John discusses the benefits of having people with different ideas and abilities when coming up with a plan during an RPG session.
34:10s John discusses games being designed to have classes and character types that compliment each other.
35:30s Rob talks about GMs giving the players challenges where they work together to overcome an obstacle.
36:20s Question: What's your favourite technique for encouraging cooperation during world-build and creating character backgrounds?
36:55s Rob talks about the merits of discussing the world and characters with players before a game starts and using their ideas in the campaign world.
38:20s John talking about having characters with links in their backgrounds.
39:25s Rob talks about a method to have unconnected PCs bought together at the start of a game.
40:50s John talks about the "In Media Res" style of campaign start.
43:03s Rob talks about giving PCs information to relay to other characters rather than the GM handing it down.
44:11s John discusses using an initial situation to have the characters work together and build rapport without them realising it or becoming a formal adventuring party.
46:04s Discussing world-building a little and OOC cooperation.
54:30s Rob talks about players suggestioning opportunities for other PCs to use their skills.
55:15s John talks about the benefits of getting to know the capabilities of your companions.
56:25s Discussing the dangers of splitting the party.
58:00s John talks about splitting the party splitting the spotlight time.
59:00s Rob talks a little more about improvisation and splitting the party removing opportunities to improvise together.
1:00:00s Rob subtly brings up an amusing Star Wars (almost)TPK memory.
1:00:17s Question: When world building, what aspects should I be most concerned with?
1:00:54s Rob discussing the problems with forcing players who have diametrically opposed styles together in a game.
1:02:00s John discusses the benefits of defining the style of your game beforehand to save trouble further down the line.
1:03:50s The importance of knowing what you want out of a game.
1:05:20s Rob talks inclusivity in his closing thoughts.
1:06:10s John talks about the phrase "That's what my character would do" as an excuse for disruptive behaviour is his closing thoughts.