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Message no. 1
From: Kama <kama@*******.NET>
Subject: Re: Group think (was Humiliation)
Date: Tue, 8 Dec 1998 16:03:27 -0500
On Tue, 8 Dec 1998, Lehlan Decker wrote:

> <SNIP K's comments about group vs individual>
> I've found this to be very true. It's far easier as a GM to
> adapt then it is for a group. And the larger the group, the
> worse it can get. I finally explained to them as you did, and
> they finally decided that in combat situations, one character
> called the shots. (His PC and in real life himself, had the best
> understanding of tactics). If magic or rigging or such was involved
> someone else would comment, but he would direct. Once
> we got this straightened out, the combat sessions were alot
> shorter. Planning before hand, no unecessary discussion during
> the combat. Seems to be this makes sense today from a special
> forces etc viewpoint, but my background in that area is spotty.

I have to admit that while this sounds good in theory, having one party
member serving as a tactical co-ordinator during battle - I have found it
to work very poorly in actual practice. In fact, we had one gaming group
self-destruct after two years of playing together about 30 minutes after
electing such an individual.

(Note: If you don't want to read pointless stories about other people's
gaming experiences skip the rest)

It was back in the '80s when we were playing a little known game called
Runequest. The party had amassed too much wealth and was transporting it
via caravan from one city to another. The GM did the logical thing and had
an ambush deprive us of said wealth. It was the first time we actually
lost a fight. The guys (Chris and Robert) couldn't believe that this had
just happened. After spending a great deal of time arguing that the GM had
been unfair, they deciced that if we had a tactical leader who would give
everyone instructions during a battle we would never lose a fight again.
Diana and I pointed out that the odds were overwhelming (70 to 8 and they
had the advantage of ambush) but the guys were determined. Which led them
in a discussion of who would be the leader.

Robert's character was a pacifistic monk. Chris's was a bezerker, Diana
had a barbarian warrior and I had a fighter/healer. They couldn't figure
out who to appoint. Chris's character would never be coherent in battle,
Robert's character didn't fight and had no skill, Diana's character had
experience, but she had just joined the group and had only been gaming for
3 months . . . Chris asked the GM if one of the NPCs could be the battle
leader, but he said no. The GM and I looked at each other and he suggested
that there was another obvious choice. Chris said huh and he and Robert
went back to arguing. I started getting frustrated. Their voices were
esculating as they decided that Chris would have to be the battle leader
and started setting up contingency plans for when he went bezerk.

I was sitting across the room from the GM and started talking to him in a
normal tone of voice. The male players were to busy arguing to hear me. I
told the GM that I thought that this was pointless and that I had injured
people who were not going to do well left in the snow all night. I told
him that I remebered passing a half fallen house a few miles back and that
I was going to go back and check it out thinking that it would provide
shelter to the wounded. I told him what I did to make sure that the
wounded would be o.k. until my return. I told Diana's character what to do
to tend them while I went back to check out the shelter. I told the GM
specifically what supplies I was packing to take with me. I told the GM
that I left the camp and that obviously noone noticed since Robert and
Chris were still arguing over who would be the third tier leader. He
nodded and told them to roll perception tests.

They exploded. Books got thrown down as they yelled at the GM for having
people sneak up on them while we were so badly hurt. How could he expect
us to survive another attack after the last one? The GM finally rolled the
perception tests himself and told Chris that he sees me leaving the camp.
Chris becomes outraged. He had two NPCs jump me and hold me still while he
lectures me that he had not given me permission to do anything and that he
was the leader now and was to be obeyed. I told him that it wasn't a
battle sitution and that I would do what I felt I had to do for my
patients. He blamed me for being a disruptive element and said that if I
insisted that the shelter be checked out he would do it becuase he was
obviously better suited to the job. (yes, I did have higher stealth,
perception, and melee scores)

Suffice to say that my character left the party that night once she had
seen to the care of the wounded.

Errr . . . that was rant wasn't it . . . sorry

I guess my point is this. Someone who directs tactics in the middle of a
battle is one thing. Someone who expects to control all of the characters
actions is another. There is a big difference between "Guard the back
door" and "Stand two feet to the left of the back door, put your Ingram in
your right hand, loaded with Expolsive ammo, and do a called shot to the
back of the head of anyone walking through that door who doesn't know the
password." In that later case, there is no reason to have multiple
players.

- Kama
Message no. 2
From: Bryan Covington <bryan.covington@****.COM>
Subject: Re: Group think (was Humiliation)
Date: Tue, 8 Dec 1998 17:04:08 -0500
> I have to admit that while this sounds good in theory, having one party
> member serving as a tactical co-ordinator during battle - I have found it
> to work very poorly in actual practice. In fact, we had one gaming group
> self-destruct after two years of playing together about 30 minutes after
> electing such an individual.
>
<snip pointless story (your words :)>

> I guess my point is this. Someone who directs tactics in the middle of a
> battle is one thing. Someone who expects to control all of the characters
> actions is another. There is a big difference between "Guard the back
> door" and "Stand two feet to the left of the back door, put your Ingram in
> your right hand, loaded with Expolsive ammo, and do a called shot to the
> back of the head of anyone walking through that door who doesn't know the
> password." In that later case, there is no reason to have multiple
> players.
>
It seems to me that you just had a couple of testosterone
charged idiots on your hands.

Having a tactical leader does make sense. Generally the
groups I'm in have always found a leader naturally anyway. For better or
worse its usually me. This isn't to say that I snatch control and order
people around, generally I just get tired of people debating whether to
bring red glow stocks or green ones and leave.
I've noticed for some reason when I say "Fine, meet me at
the drop zone once you decide." and walk out people tend to get their $#!+
together and start moving.
Message no. 3
From: Kevin Langevin <kevinl@******.COM>
Subject: Re: Group think (was Humiliation)
Date: Tue, 8 Dec 1998 18:07:43 -0500
> -----Original Message-----
> From: Bryan Covington [mailto:bryan.covington@****.COM]
> Sent: Tuesday, December 08, 1998 5:04 PM
> To: SHADOWRN@********.ITRIBE.NET
> Subject: Re: Group think (was Humiliation)

> It seems to me that you just had a couple of
> testosterone
> charged idiots on your hands.

Agreed...players who WANT to work together, can. It's the players that
always want to be the center of attention and the ones to do everything that
cause a good team dynamic to break down.

> Having a tactical leader does make sense.
> Generally the
> groups I'm in have always found a leader naturally anyway.
> For better or
> worse its usually me. This isn't to say that I snatch control
> and order
> people around, generally I just get tired of people debating
> whether to
> bring red glow stocks or green ones and leave.

For some reason, I always tend to be "elected" team leader too. Most of the
people I game with make good characters, but nobody ever creates a character
who has leadership qualities. My most recent character, Matador, a combat
decker, is definitely a leader type, which is by design, because this is the
first time for any of them to play Shadowrun, so it was kind of necessary.
So far, though, I call the shots but defer to the others when their
expertise is required. It's worked quite nicely. We've not had any
arguments about what each player wants to do, I've had the mage and the
shaman work out a couple of strategies on how to handle magic support
(shaman goes defensive/mage goes offensive/both go defensive first combat
turn/whatever, the two samurai (human and troll) both have it down pat as to
who their first targets are supposed to be, and who they're in charge of
protecting if necessary, and my character, who is quite handy in a
firefight, is a kind of wild card, supporting whoever needs it. We work
pretty well together. It's taken us a while to used to that, and we've
screwed up a number of times, but as time has gone by, we find that combat
takes WAY less time, and our characters can fairly effectively predict how
all the other characters on the team will react in a given situation.

I've also found that an extremely effective tactic is hand signals. Our GM
holds us to the 5 words rule, so we've put together specific gestures so we
can communicate more effectively. He also allows us a little bit of leeway
if we're using headsets or headware radios.

To make a short story long, we also use gestures during meets. The most
annoying things I've ever encountered in SR is player bickering in front of
a Johnson. We've developed a few gestures which we can use during meets to
ask each other questions and cue one another. Examples are our mage
assensing the Jonhson as he enters, and letting me know if he has any
magical support or abilities. If not, then we know that our mage can do
things like use analyze truth on him during the discussion. Stuff like
that.

Another thing that we always do is have one person do most of the talking,
with the rest of the players asking the occasional question. In most cases,
after you've been through a bunch of meets, you get the right questions down
pat anyway, but having a whole group barrage the Johnson makes the team look
amateur...deadly to your rep. But have one player ask all the questions,
and if necessary, retire for a few minutes to discuss things privately, and
come back and ask the rest of your questions.

Anyway, that's what we do, and it works pretty well. I'd love to hear any
other tactics that help teams work together effectively...

-Kev, Reticent Team Leader
Message no. 4
From: Gurth <gurth@******.NL>
Subject: Re: Group think (was Humiliation)
Date: Wed, 9 Dec 1998 12:26:10 +0100
According to Bryan Covington, at 17:04 on 8 Dec 98, the word on
the street was...

> Having a tactical leader does make sense. Generally the
> groups I'm in have always found a leader naturally anyway.

Same in our group.

> For better or worse its usually me. This isn't to say that I snatch
> control and order people around, generally I just get tired of people
> debating whether to bring red glow stocks or green ones and leave.

Again, same here. Plus I'm the only one in the group who knows something
about tactics anyway (or at least thinks he does :) so I often end up
telling the others roughly what to do. It may also be because our group
has had a long history of arguing over the best course of action to take,
and then after considering 10, choosing the 11th at the spur of the
moment. Luckily, I did manage to cure them of most of that tendency after
a while :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
You're only popular with anorexia.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 5
From: Bai Shen <baishen@**********.COM>
Subject: Re: Group think (was Humiliation)
Date: Thu, 17 Dec 1998 19:14:26 -0500
> I guess my point is this. Someone who directs tactics in the middle of a
> battle is one thing. Someone who expects to control all of the characters
> actions is another. There is a big difference between "Guard the back
> door" and "Stand two feet to the left of the back door, put your Ingram in
> your right hand, loaded with Expolsive ammo, and do a called shot to the
> back of the head of anyone walking through that door who doesn't know the
> password." In that later case, there is no reason to have multiple players.

Gotta agree with ya there. What we found usually works fairly well is
to have a leader for battles. Outside of battles, everything is decided
by group vote. This doesn't always work, as we've had people take off
on us, but it usually works pretty well.
--
Bai Shen
Nemo Me Impune Lacessit
http://www.series2000.com/users/baishen
UIN 3543257 (Don't ask to join if you aren't going to send me anything.)
Message no. 6
From: Bai Shen <baishen@**********.COM>
Subject: Re: Group think (was Humiliation)
Date: Thu, 17 Dec 1998 21:06:00 -0500
> > For better or worse its usually me. This isn't to say that I snatch
> > control and order people around, generally I just get tired of people
> > debating whether to bring red glow stocks or green ones and leave.
> Again, same here. Plus I'm the only one in the group who knows something
> about tactics anyway (or at least thinks he does :) so I often end up
> telling the others roughly what to do. It may also be because our group
> has had a long history of arguing over the best course of action to take,
> and then after considering 10, choosing the 11th at the spur of the
> moment. Luckily, I did manage to cure them of most of that tendency after
> a while :)

-chuckle- Sounds like one of the groups I play in.-grin- They got mad
at me because the last time we planned for several hours, an' then the
actual execution only took 30-45 minutes. The next session, when I
tried to plan things out, I got several complaints that we didn't need
to plan because it took too long an' didn't give them a chance to play,
an' that if I wanted to plan, to do it before the gaming session.
--
Bai Shen
Nemo Me Impune Lacessit
http://www.series2000.com/users/baishen
UIN 3543257 (Don't ask to join if you aren't going to send me anything.)
Message no. 7
From: "Hatchetman, GUV" <hatchet@*********.BC.CA>
Subject: Re: Group think (was Humiliation)
Date: Thu, 17 Dec 1998 20:30:54 -0800
> Gotta agree with ya there. What we found usually works fairly well is
> to have a leader for battles. Outside of battles, everything is decided
> by group vote. This doesn't always work, as we've had people take off
> on us, but it usually works pretty well.

Ah, if only my group was that organized. We tended to have fairly long,
drawn out debates on how exactly to carry out a fight. Our GM didn't stop
us because he thought it was funny, but I soon noticed that no matter how
many good ideas we came up with, we almost always ended up with the mage
saying "You guys rush them while Chris picks off the big guys and I toss
some magic" Now I give them about 2 minutes before I say, "Ok, if you guys
don't figure it out in 30 seconds, I'm gonna do something strange." And
after 4 or 5 times of this, they realized I wasn't kidding. The first two
were the best, I just waded on in in both incidents, the first one resulted
on a trapped staircase falling on us. I got clear in time. The second time
I charged through a door, and the roof outside caved in. I got away clear
just in time to get shot in the neck by a trap gun.

Hatchetman, GUV

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