Greetings all,
The party tension meter is certainly one of the more odd additions to 3e and I have been contemplating its use, specifically towards role-playing. I would like to share some thoughts and get some feedback on how you use or intend to use the meter as well as what is believed to be the design intention.
I would like to ask; what is the casual relationship between Party Tension and Role-playing? In effect, does the Tension inform the Role-play (the increase in Tension should cause the players to start role-playing the tension) or does the Role-play inform the Tension (the role-playing of in-party friction causes the increase in tension)?
The quoted use is as follows: (wfrp core, p21)
"Party Tension is a representation of the friction, anxiety, and apprehension a group of heroes struggle with in the face of new challenges, arguments within the party, or as a consequence for certain role-playing actions"
Further examples exist in the ToA, on p10 it says that role-playing causes the tension and the players should overcome these conflicts to achieve victory. On p.20 it says that the GM can use Party Tension to help resolve conflicts between players or their characters. Then on p.26 it gives an example that a dwarf and an elf in the party pushes the tension up.
First things first - there is no way I am going to use in-game mechanics to influence out-game behaviour. If your players are bickering then it should be resolved like resonable adults; punishing characters for player actions is right out for me.
But other than that, lets consider the other examples. I will use the stereotype of the Dwarf and Elf to illustrate my point. How would you handle this situation? The confusing examples cause a cyclical increase in Party Tension – there is a Dwarf and Elf so increase Party Tension, the increase in Party Tension should cause the Dwarf and Elf to start role-playing their tension, which in turn causes an increase in Tension, and so on ad infinutum.
Ok, so my example is deliberately formulated to break the system and no-one would really play it like that. But I am confused as to the design intention for this feature and rather than just abandon it, I would like to try to see if anything can be salvaged from it first.
If the role-playing is supposed to inform the Tension, then why should anyone really be punished, in a mechanical sense, for good role-playing? And if the Tension is supposed to inform the role-playing, then why would there be an example of increasing Tension for “certain role-playing actions” and why should players be, in essence, be punished mechanically when you are already ‘forcing’ them to role-play their characters increased friction?
Personally, I am leaning towards the Tension informing the role-playing, but both ways sit uncomfortable with me.
So, how do you use it?