See if I can stay on topic. The general concept is the extent that PCs should be unique or, more specifically, differ from each other.
Of my four current campaigns, one is highly dependent upon me to do things certainly to have any sort of player interaction, one has me do a lot of talking during play where one of the three players does much less, one has me do nothing on a consistent basis, one has had me do nothing recently.
Hmmm … sounds like griping about something besides special snowflaketitude. While pointing out how little I have to do in the supers game, I got into how so much of our activity is what the character is bad at and why getting better at those activities doesn’t make any sense to me.
Much more with supers than anything else I can think of, PCs are supposed to be individuals. That’s my view, anyway. Maybe my expectations of telling comic book stories is off since games aren’t composed the way fiction is.
For example, I don’t have a problem with everyone in a party in most play – L5R, Vampire, etc. – rolling Perception/Investigation and just going with whoever rolled best or handling an ambush or whatever. But, when you have Daredevil and The Thing in a party, one will know there’s an ambush coming and the other will just get sucker punched and not care because been punched by The Hulk before.
Most games have “like beings”. Even to some extent crazy stuff like Mage. Supers are very intentionally not like beings. Sure, X-Men is very different from Avengers. And, yes, characters still overlap in abilities. Thor and Hercules in party at same time is a thing [sic].
However, the characters I have in mind when I think of supers play are extreme in their differences. Where I’m getting tired of L5R 4e play because I feel too much character convergence, actively fighting character convergence is a thing I do with Denver CRUSH.
Which, in my mind, should inform play. Yes, we could work together much better in a tactical sense, but we work together far too often. There’s no reason for more than one PC to do research (arguably no reason any PC should do research except we are all geniuses due to how the system works). There’s no reason half the party should sneak around strategically. While stealthy dude does stealthy investigating and bee hive does bee spying, plant woman and I should be doing other things. But, that necessitates that there be other things to do.
I’m a fan of splitting up parties and having them work in parallel until they converge for climaxes. That’s effort, though. So, I get why play sees the party stick together far more often than makes in world sense. Then, you can see where doing one thing at a time makes sense. So, then, it makes sense that not everyone is important for what’s happening at the moment. This is completely different from dungeoncrawling outside of thief/rogue lonerising. While the magic-users/wizards are studying something in a room, clerics are still there to heal them and fighters to tank for them.
Sure, lots of other genres are more in between. Party of vampires is still likely to hang together while doing stuff unless there’s a particular reason to split them up. The more the PC abilities diverge, though, the less it makes sense for them to be in the same place doing the same things. Immortal: The Invisible War played very much like Highlander supers, where someone turning into vapor and going through a sewage system is right out of a supers playbook.
Arc Flash, my supers character, is already kind of thematically off in that he’s way more resilient than I had in mind, but the system forced that as the system sucks for supers play and killing characters is rather easy. Why fight the system in other respects? Because more than one thing can be true at the same time. I can not want to accidentally die because some dude rolls well on an attack in a supers game (even if coming back from death is de rigeuer) while still wanting to preserve niche protection [please don’t mispronounce niche like so many people are wont to do these days].
Niche protection is just much more extreme. Look, everyone should have not only a group story but a personal story with RPG play. Usagi Kidai chased the Emperor’s daughter. Miya Tatakisu heralded [The Lords of] Death. But, both shot arrows, one far more often than the other. Both rolled social rolls, one far more than the other. Etc.
Ghost Wolf may be more socially adept in a mechanical sense than Arc Flash, but GW is the edgy outsider type where AF is the public symbol type (for this party with its two inhuman members, anyway). At no point has there been any important public social challenge. Bureaucracy may not be interesting, so being good at it may just be fluff, but there’s no “Arc Flash, how come Denver CRUSH killed my kitty?” or whatever.
Our spectrum of activity is far too narrow, at least in terms of what matters. I don’t disagree with the GM that all of the components are there for comic book style play. But, the focus is in a limited number of activities.
So, I’m mostly motivated to speak to supers play due to how it differs from other genres. But, what about other genres?
One reason I avoid making combat-focused characters in RPG play is because everyone should be combatting. What is my character doing when not fighting?
Interacting with other NPCs than the other PCs, for one thing. If another player is particularly interested in a particular NPC, as rare as that is in my play, then I leave them alone as not everyone should be trying to do the same things. To facilitate these varying interactions doesn’t require different mechanics – two 2nd level fighters with 15/12/14/9/11/10 attributes could care about vastly different things based on backgrounds, personalities, or affiliations.
Of course, I’m not terribly motivated to have PCs that are that similar mechanically. I like systems with skills as I like having different skills than others. For instance, there are two PCs in my PBP game (again, after someone dropped out). I tend towards Animal Handling as a skill that players constantly forget about as a differentiator. The other PC has it. So, when the snow tiger eyes us warily while we climb through the mountains in the North of the Colonies, I don’t feel a need to get involved in their interaction.
One reason to play spellcasters … for me where I’m not into power … is to cast different spells. When I was playing Chuda Kitayakei, even though Earth Affinity, we had a planned Earth Tensai, so I tried to focus on Water spells and get into Air spells. Lots of characters in various systems can’t differentiate themselves that much.
Not RPG play, but True Dungeon has a bunch of classes that basically just attack. Barbarian, Dwarf, Fighter, Ranger, Rogue all come across to me as just hit things for damage. Now, Rogue has it’s puzzle box ability … which I don’t care about. Why, then, do I find the fighters more appealing than the other three? Because I’m attracted to weakness. Sure, Double Strike isn’t useless, but it’s amusing to me to try to find ways to add value playing two of the most useless classes. Why aren’t Monk and Paladin on this list as the other two classes that don’t have spell lists? Paladin has Guard, heals some, and Sacrifice. Monk has poison immunity, Improved Evasion, non-magical missile immunity – it has interesting abilities that sometimes matter. Barbarian Damage Reduction is not terribly different from just having more HP.
Of course, how do I make my TD builds different from others? By spending way too much money … oh … nature’s loser, again. No, wait, plenty of other people spend way too much money on tokens. By coming up with formats that other groups don’t play that leads to running suboptimal tokens due to either mechanical restriction or thematic flavor.
I’m very much of the view that every PC should be unique. It doesn’t have to be mechanical, but it helps, and I heavily encourage it, including by having groups go outside the books to make up abilities that are unique to each character. I hate characters being defined by their equipment, a very oD&D way to differentiate characters, because you could just hand the equipment to someone else and lose any sort of uniqueness.
At the same time, the more characters vary, the harder the GM’s job. We have a PC with very low soak that can easily be killed, which makes coming up with antagonist stats much harder as either too dangerous or not dangerous enough as opposed to being in a narrow band of capability. With most play, can solve this conundrum by focusing on thematic differences.
But, supers are different. Supers are far more defined by their power sets than their personalities or whatever. Even “powerless” Batman has a power set that includes a bunch of gadgets. Firebabe and Icebro may end up with exactly the same numbers in Champions, but one has 2x STUN from fire and the other 2x STUN from cold, and that shouldn’t matter – it *must* matter.
There’s a reason so many RPG settings have clans, orders, tribes, or whatever as factions. Even if you do the same things and (effectively) believe the same things, affiliations are a way to distinguish characters. … Assuming the game ever actually makes these things matter.
I didn’t really get into much GM advice, even though I see a responsibility on the GM side to make these differences matter. Hopefully, it’s obvious enough how a GM can say to themselves when thinking up sessions “What would MNO do that STU wouldn’t to give each of those PCs their own personal narratives?”