Writing ExamplesGetting Started | Services | Testimonials | Our Customers "Games Within Games" column:Team RolesFirst Impressions I've been gaming for about 13 years now, with varying degrees of intensity and skill. In that time I've seen a variety of gaming groups and struggled through many gaming problems. I believe many of these problems plaguing the hobby are social in nature. I intend to leap right in and start addressing them, since no one else seems to be. Feel free to leap right back with comments -- they'll be cheerfully dissected! My gaming philosophy includes:
This is not the column to ask mechanics questions. However, if you are plagued by that one player who is just obstreperous, or have a GM who doesn't seem to listen to you, perhaps you can find some help in this column. You're playing what?! It seems there are PCs that should make excellent teams, but don't. The players are good, the characters are well thought out and interesting, the story has potential, and the GM is enthusiastic. However, for some reason the team is disorganized, the PCs don't cooperate, everyone is frustrated, and the game breaks up. Having been in games like this, I sat down and tried analyzing just why these groups didn't jell. As far as I can tell, there are certain roles that must be filled for the team to work together. These roles fulfill both organizational and emotional needs. It should be kept in mind that I am trying to label the roles of the characters, not the players. The labels that I have assigned to the roles may have some bad connotations to some people. I am simply using these words as identification, not for the emotional baggage they carry. The generalizations may seem somewhat simplistic, but they succinctly describe some game roles I have been mulling over. Role call The necessary character roles (as I identified them) are: the leader, the lieutenant (or second in command), the soldier (or follower), and the rebel.
The leader is not necessarily the group's boss, but rather someone who sets the tone for the group. This can be moral, tactical, or some other type of leadership. A good example of this is Captain America of the Avengers. He sets the moral tone of his team ("We don't kill, and we fight fair"). He is also a combat leader, in that he organizes team strategy, and is always out there in the forefront of battle. Cable, from X-Force, is another excellent example of a leader. He has decided that he is fighting a war -- thus killing is condoned. Also, his commands determine both team strategy and individual tactics.
The lieutenant is the person to whom the leader can delegate tasks, trust at her back, and (most importantly) talk to freely. In a sense, the second in command is the conscience of the leader. Her disagreements with the leader will always be privately discussed; she supports the leader completely in public. Robin, Batman's partner, is a lieutenant. Batman trusts his sidekick implicitly; he knows Robin will carry out directives. Robin will always cover his back on missions, but will speak up privately if Batman's actions seem irrational. Wonder Girl of the New Teen Titans is also a lieutenant. Her leader, Nightwing, counts on her to implement his tactical decisions, and her muscle has often pulled his fat out of the fire. When Changeling, her team's rebel, argues with Nightwing, she actively sides with her leader.
The soldier (the role most commonly played) is the one who carries out the decisions and moves in the directions indicated by the leader. The private decisions of the soldier can be very important, but they are usually personal rather than group related. Two examples of the soldier are Colossus of the pre-Dark Phoenix X-Men, and Cyborg of the New Teen Titans. Both have difficult emotional decisions that they have made, but in both cases these were personal. Neither has ever let their team down in a crisis.
The rebel is someone who refuses to agree to the direction selected; who resists "group-think." She is similar to the lieutenant, but her disagreements are aired in public. Because she is a public voice, she is not necessarily trusted as implicitly as the lieutenant by the leader. Depending on how her rebellion is expressed the rest of the group may consider her trustworthy, more or less. Leaders usually consider her a pain in the ass. Wolverine of the pre-Dark Phoenix X-Men and Pantha of the New Titans both exemplify this role. Both are causing the other team members to think about their own feelings on various subjects. Wolverine caused the X-Men to become quite firm in their insistence that no one ever be slain. Pantha is the dissident of her team. She doesn't like her new form, and she questions and argues every decision the team makes. The Team Let us take two examples of teams, and break them down into their roles. The first example is pre-Dark Phoenix X-Men. Leader: Professor X Prof. X is the brains behind the team. He is the moral leader of the group, and their spokesperson to the public. He sends the team on missions, thus determining their strategy. Lieutenant: Cyclops Cyclops determines the tactics of the group while they are on mission. This insures the leader's directives are carried out. He may have problems with Prof. X's orders, but he won't undermine the Prof.'s authority by arguing in front of the team. Soldiers: Phoenix, Nightcrawler, Storm, Colossus These are the team members who carry out their team missions. They all have their own contributions to make to the smooth running of the team. Rebel: Wolverine See above. Now look at a team in flux: the group in the movie "Aliens II." At the beginning of the mission the power and role structure looked like this. Leader: the Marine Lieutenant. Lieutenant: Burke (the corporate); Sgt. Apone. In this case, the leader's problem was exacerbated by being forced to have two people as second in command. One was Apone, the Marine sergeant. He was a true second in command; he was trusted by his leader to carry out official directives. The other was Burke, the official Company representative. The leader had been told he had to listen to this man whenever the Company's interests came up. Soldiers: Vasquez, Hicks, Dietrich, Crowe, Hudson, Spunkmeyer, Bishop, Wiersbaschie -- and any other Marines I missed. These are self-evident. Rebel: Ripley. She had an unpopular position (the Marines were in over their heads on this mission), wasn't friendly with anyone, and didn't really want to be part of the team. At the end of the movie there is a very different situation. Leader: Ripley. She took control because she had specific experience. The previous leader was not able to cope with the situation, as is shown by him and most of his command dying. Lieutenant: Hicks. Ripley had to have Hicks as her Lieutenant for two reasons: Firstly he was the only surviving adult human. Secondly Ripley trusted him; they both had the same stated goal of getting as many people as possible out alive. Thus she knew he would implement her orders: prevent the A(rtificial) P(erson) from retrieving an alien specimen or harming the group. Soldiers: Bishop (the AP); Newt. Bishop followed Ripley's orders every time. He had to interpret them creatively; e.g., lifting the shuttle so that the collapsing station would not crush it when her orders were not to move the shuttle. However, his behavior was in all cases oriented towards following orders and saving the group. Newt had valuable information, but she was a child. Ripley had to give her orders, and hope she didn't break psychologically under the stress. Newt would not have made a good lieutenant; she didn't have the authority of adulthood. Rebel: Burke. This position was technically empty by the end of the movie, as rebellion against the group tended to get you killed. However, there was a period of time where Burke did indeed fill this role. He, unfortunately, had the unenviable task of informing the group that their survival was secondary to keeping the station intact and retrieving an alien specimen. Needless to say, this was an unpopular view. His rebellion took such an extreme form that it caused his death. Next issue! -- possible solutions to possible problems, using this pattern. Fall In A quick recap of my last column: there are basically four roles characters can take. These are the leader, the lieutenant (or second in command), the soldier (or follower), and the rebel. These roles fulfill both organizational and emotional needs. To some degree all the roles must be filled at some time for the team (not the players) to work together. Some examples followed. We now continue. Inspection Say you have a group of good players, an enthusiastic GM, and a team of interesting characters, but your group just doesn't seem to jell. The above framework can help you figure out why. Analyze your team to discover which of these roles are not being filled. Some examples follow.
Wrap-up An important thing to keep in mind is that these roles are not set in concrete. Most people are constantly changing and redefining their PC's roles. For example, it is possible to have someone who is not usually the leader step forward and set a new directional or moral tone for the group. This could give the team an entirely different disposition. Perhaps the leader has no expertise in a certain predicament, causing others with appropriate training to temporarily take on her role. If there is no permanent lieutenant, a soldier or even a rebel might have the maturity and/or restraint that would temporarily qualify them for that role. A team where the leader has no second forces her to work twice as hard. Be careful your leader doesn't burn out. It is not always easy to play the lieutenant. You must support someone whose secret fears you will hear about and know. You may feel you could or should replace the current leader. However, be careful with this attitude. It is a good way to undermine the cohesiveness of the group. Also, consider how difficult you would find it to be trusting and confidential towards someone who seemed to wish only ill towards you and your plans. A lieutenant losing faith in her leader but not wanting to cause a rift in the team might become a soldier for a while. A rebel gaining faith could do so also. Possibly the most annoying role is that of the rebel who will not lead, aid, or follow. This type of person is just obstreperous. If talking to them will not fix the situation, the group may be better off without that particular PC. However, rebels should not always be considered a bad thing. A soldier or a second in command might not be able to effectively head the group, but still feel strongly about a situation. They must become rebels in order to effectively discuss the problem. They are rebels because they speak out against the current group-think. These alternative viewpoints can become fascinating explorations of team and personal morality. Dr. Gaming Westheimer I know I must sound something like Dr. Ruth, with her incessant, "Communication ees thee answer!" Scary though it seems, all you need is the courage to try it. I've found honesty solves most of the problems I've described above. People usually respond well to polite but blatant honesty. Consider carefully those that don't -- do you really want to game with them? Let me how things turn out, and good luck! Home page | 408 / 559-5936 | Talk to us! |