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Eric Jome
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sos1 wrote:
Cooperate or die! (Well, perhaps that "or" is hyperbole.)


Cooperate. As long as The Computer notices others more.
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Eric Jome
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shiva666 wrote:
I've yet to find a system that handles teamwork in a way I find playable. But my expectations are way way up there: 1000 mooks and their overpowered tyrant fight your 5 pcs (which are 5 teams of 3-5 different scale individuals.) resolve this SIMPLY in one roll per player.


Wushu Open
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Froggy
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Mouse Guard does very well the job for me. Not in the sense of explicit mechanics for teamwork (it boils down to, if I'm not mistaken : every helper gives one additional die for the test, provided they have a skill related), but rather by adventure design: the dangers that the group will face are high and the odds are heavily stacked against the Patrol. Everymouse has to throw everything they have if they want to prevail.
Plus, the players, if they want to help, have to come up with a justification. It's not just " Yeah, I'll help with that " from every player
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William Hostman
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In my experience...

The Burning Wheel (Revised Edition), The Burning Wheel Gold, Mouse Guard - all have a help mechanic where the player physically hands one of their dice to the player making the check.
Mouse Guard further has actions in conflicts resolved team vs team, 3 actions per round, no character allowed to act twice in a row.

Legend of the Five Rings Roleplaying Game (5th Edition) - The system is a roll Att black & Skill white, keep (att) dice of choice. Help adds one die, White if helper skilled, black if not, and one extra kept die. So it not only improves the odds by available dice to pick from, but also an extra kept die. On top of that, one helper may apply an advantage to the roll in addition to the acting character. It's really powerful.

The One Ring - The combination of the Travel Rules, the fellowship point mechanic, and the fellowship focus mechanic really help tie the group together. The Lower difficulty for splitting a task into multiple rolls is also explicitly allowed for a help mechanic - 3 successful rolls needed reduces the TN by 2, IIRC.
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Hans Messersmith
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sos1 wrote:
And at this point it's on to Laser skills, repeat as necessary, and eventually they'll learn to get along because they're on their last clones. See how the mechanic creates teamwork? Perfection!
Steffan, I had never really thought of Paranoia in this fashion, but based on my few experiences with it I'm convinced you have nailed its basic essence. Those extra clones are really a smoke screen, the illusion that you have time to figure out what is going on, time to screw over the other player characters, time to indulge in gonzo craziness. And then...those clones nearly all evaporate in the first hour or two of play and suddenly the game gets more "serious".

I wonder if this was intentional on the part of the designers, or if it is an emergent property of something that was thrown in simply because it fit well with the theme of the game?
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Michael Ink
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cosine wrote:
shiva666 wrote:
I've yet to find a system that handles teamwork in a way I find playable. But my expectations are way way up there: 1000 mooks and their overpowered tyrant fight your 5 pcs (which are 5 teams of 3-5 different scale individuals.) resolve this SIMPLY in one roll per player.


Wushu Open


Wushu Open is PERFECT if you want a narrative story (generally railroady into go to location A or B though) AND a team of wushu / kungfu fighters that will join together to fight a boss in as cinematic and improvised a way as possible.
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Brian M
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Fate Accelerated (and probably Fate Core) has some pretty good mechanics around creating advantages for other players to make us of.
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Michael Daumen
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Mallet wrote:
The Fall of Delta Green has rules that explicitly model characters helping each other.


Specifically, both this and Night's Black Agents allow PCs to spend experience to benefit each other's skill rolls.
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