Difference between revisions of "Talk:Future Imperfect chapter 4"
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− | In addition to archetypes that don't work well, should we throw in a small bit about the players having some sense of "group cohesion" or something? Like a reminder or suggestion that the players should have a relatively unified idea of what their group is about, to avoid having that one player who decides to create a dickbag criminal when everyone else is of a more heroic bent. Or should we assume that people will be more grown up and not need any such reminders? --[[User:Melonberg|Melonberg]] 01:23, 15 March 2016 (MST) | + | In addition to archetypes that don't work well, should we throw in a small bit about the players having some sense of "group cohesion" or something? Like a reminder or suggestion that the players should have a relatively unified idea of what their group is about, to avoid having that one player who decides to create a dickbag criminal when everyone else is of a more heroic bent. Or should we assume that people will be more grown up and not need any such reminders? The "Tying the crew together" section touches on this concept a bit, but it might need a smidge more to reach the thickies out there, though. --[[User:Melonberg|Melonberg]] 01:23, 15 March 2016 (MST) |
Revision as of 02:26, 15 March 2016
In addition to archetypes that don't work well, should we throw in a small bit about the players having some sense of "group cohesion" or something? Like a reminder or suggestion that the players should have a relatively unified idea of what their group is about, to avoid having that one player who decides to create a dickbag criminal when everyone else is of a more heroic bent. Or should we assume that people will be more grown up and not need any such reminders? The "Tying the crew together" section touches on this concept a bit, but it might need a smidge more to reach the thickies out there, though. --Melonberg 01:23, 15 March 2016 (MST)