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Tell me about troupe play

Started by JongWK, September 28, 2006, 12:42:29 AM

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JongWK

I keep hearing this about Ars Magica. What is it exactly? Just playing several characters at the same time? :confused:
"I give the gift of endless imagination."
~~Gary Gygax (1938 - 2008)


Yamo

I think it's like rotating roles.

I play Captain Fantastic this week while you play his boy sidekick, Amazing Lad.

Next week we switch.

I think...
In order to qualify as a roleplaying game, a game design must feature:

1. A traditional player/GM relationship.
2. No set story or plot.
3. No live action aspect.
4. No win conditions.

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jhkim

Quote from: JongWKI keep hearing this about Ars Magica. What is it exactly? Just playing several characters at the same time? :confused:

Within Ars Magica under full troupe-style play, every participant creates two characters: one mage and one companion (i.e. a talented non-mage).  In addition, the group creates a set of grogs -- common soldiers who guard the mages.  These are all members of the covenant.  

Everyone creates the general background of the covenant and the world jointly.  

Each adventure, one participant becomes the GM.  Typically, one or two of the others play mages, one to three play companions, and the rest play grogs (sometimes with one player playing multiple grogs).  The typical adventure is one of the mages pursuing one of his personal interests -- accompanied by another mage with an interest, others in the covenant, and grogs to guard them.

The next adventure, though, there may be a different mage at the center, with a different person GMing, and a different mix of other characters.

Settembrini

In Star Wars Dark Stryder Campaign troupe play is also used.
You play your own character,
a pregen character from the ship crew and
a bridge crew officer.

In Dark Stryder they tried to avoid the "Kirk" phenomenon, and wanted each "away team" to be set up because it makes sense, but still keep the players in the big decision making at the bridge.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

flyingmice

My In Harm's Way also uses Troupe play as the default playstyle. You create an officer - midshipman or lieutenant - possibly master's mate if he's a 'passed' midshipman, a warrant or petty officer - bo's'n, surgeon, master, marine officer, etc., and a seaman. Thus James may play Lieutenant Stephen Kitteridge, Surgeon George Parkinson, and Able Seaman Jack Cates, while Kate may play Lieutenant Hubert D'Acres, Gunner's Mate Richard Ames, and Seaman Bob Freeman, and Paul may play Lieutenant Laurence Somers, Cox'n Phil Lee, and Able Seaman Oliver Taylor.

Normally you play the officers - these are the primary characters - but when a working party is set up, the officer assigned chooses the other PC characters to round out the party. That way you can always have the players working together and not split up. For example, Lt. Kitteridge may take Dick Ames and Ollie Taylor along with a few generic seamen on a mission to take and destroy the battery overlooking the harbor mouth so the frigate can swoop in and gather up the merchantmen in the harbor.

The aim is to be able to split the crew up in logical ways without leaving the rest of the players sitting idle.

-clash
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Akrasia

Quote from: jhkim... The next adventure, though, there may be a different mage at the center, with a different person GMing, and a different mix of other characters.

But does the player who 'creates' the specific mage always play that mage?  (I understand that the players create two characters each -- do those characters, or at least the mage, remain 'theirs'?)

I like the idea as you describe it, but I don't think I would care for someone else running 'my' mage.
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joewolz

Quote from: AkrasiaI like the idea as you describe it, but I don't think I would care for someone else running 'my' mage.

IME, in Ars Magica, you only play the characters you made.  Other players don't play your PCs.
-JFC Wolz
Co-host of 2 Gms, 1 Mic

joewolz

I've played what my group and I called "troupe style."  Our definition (the the definition I usually work from is rotating GMs.

Basically, everyone in the group has a character, and after a complete adventure (with a beginnin, middle and definite end), usually lasting 2-6 sessions, a new GM will start the next adventure and everyone retains their PCs.  We did it quite successfully for two years with 7th Sea.
-JFC Wolz
Co-host of 2 Gms, 1 Mic

GRIM

I use it in @ctiv8, though I think I used a different term.
In that you draw from a portfolio of characters, mission impossible style, to pick the ones best suited to the mission at hand.
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jhkim

Quote from: AkrasiaBut does the player who 'creates' the specific mage always play that mage?  (I understand that the players create two characters each -- do those characters, or at least the mage, remain 'theirs'?)

I like the idea as you describe it, but I don't think I would care for someone else running 'my' mage.

Yes, in Ars Magica as written, only you play the mage and companion which you created.  

Grogs are different, because they are made collectively and anyone can play any grog.

JongWK

jhkim:

Interesting. Have you tried it in "standard" fantasy?

(I'm also having strange ideas about a Mob-themed game, where you play a mafiosi and his underlings)
"I give the gift of endless imagination."
~~Gary Gygax (1938 - 2008)


jhkim

Quote from: JongWKInteresting. Have you tried it in "standard" fantasy?

(I'm also having strange ideas about a Mob-themed game, where you play a mafiosi and his underlings)

Well, no, but then I don't do much standard fantasy.  

I've done some character shuffling in a variant RuneQuest game (which also used Whimsy Cards).  Each player started with a main character, but then later added in one or two secondary characters.  I was the only GM, though.  

I've also done rotating GM in a few single-PC games.  For example, there was the immortals game where the four players each played an old immortal character in the modern day -- and we played out various of their adventures in history.  So I might run an adventure set in 1311 (which my PC wasn't at), then Chris would run an adventure set in 1629 (which his PC wasn't at).

Nicephorus

Quote from: JongWK(I'm also having strange ideas about a Mob-themed game, where you play a mafiosi and his underlings)

That might be really cool so players can be both the old decision makers and the guys shooting.  Players could also have different characters in each country if you're running an international game.