Ma Group Dynamic
Ma Group Dynamic
[Malcolm smiles at
Wood to let him know that out of character, he’s enjoying this
interaction, even if his character Brian is annoyed.]
Meghan (GM): Okay, that’s an Intelligence roll, target
number 13.
Wood (Sean): Anthropology focus?
Meghan (GM): That’s right.
Wood (Sean): [Rolls 3d6 and adds Sean’s Intelligence and +2 The World of Lazarus, based on the critically acclaimed
for Anthropology.] I got 17, including two 4s. [Doubles mean Lazarus comic series by Greg Rucka and Michael Lark,
Wood can spend stunt points on a stunt for this action.] I got 2 is the first campaign setting for Modern AGE. In the near
on the Stunt Die. Can I use Intuition? Gives me a free clue. future, time has rendered death obsolete, and life infi-
Meghan (GM): Sounds good. First, here’s what success nitely cheap. In the wake of governments’ failure and
global upheaval, the Families stepped in and divvied
gets you. Even though there’s no insignia, you notice the
up the world. Now peace and order reign in a world
polyester slacks and shirt of a security guard. The smell of
of technological marvels and neo-feudalism. The Fami-
alcohol-tinged sweat assails you. He’s got grey-shot hair
lies quietly war with one another, wagering the lives of
that looks a few weeks’ growth from a crew-cut. If you had
loyal Serfs while they relax in lives of indulgence, all
to guess, you’d say this guy was a former security guard,
while the Waste—those left behind by this new order—
hired to do some shady work on the side. He’s nothing like
struggle daily for base survival.
the fanatics you ran into yesterday.
Your stunt means you take in the room. You notice a Play members of a Family in the highest of high-stakes
folded elaborate cloth, a black candelabra, and a small table game, Serfs fighting for their Family’s interests to main-
in an odd place. This looks like some place of worship, tain order and safety, or disaffected Waste fighting for
disassembled and stored on site. a better life in the burned ruins of the old world. If you
want to jump right into a Modern AGE campaign, the
Alejandro (Indra): Can I get in on this?
World of Lazarus is a great place to start.
Meghan (GM): You can join the others without rolling to
sneak.
Wood (Sean): Is there anything in the room that would aid this goal through their plots and structures, but a good
benefit from being analyzed by our resident STEM nerd? group dynamic helps. This can start during character creation
[In this case, Wood is making room for Alejandro to take when everyone is settling on what they want to play. It’s a smart
the spotlight. Good groups share attention and invite each idea to create characters who have complimentary abilities: a
other to get involved.] good combatant and skilled investigator who help each other,
Meghan (GM): Yes. Indra, you notice a computer tower for example. When working out ties and goals amongst the
case in the corner. This year’s model, used for high-end PCs, you can build in reasons to adventure together.
machines. [As GM, Meghan decided Indra knows enough The people gaming with you make up the player group, and
about computers that a dice roll isn’t necessary.] It’s on— that has its own dynamic. You and your friends are going to
and as you notice that, the man stretches and gets up. Only be spending a lot of time together, so you want a group of
now can you see the semiautomatic pistol on his hip.
people who get along. That has three prerequisites.
Okay everyone, tell me what you’re going to do.
• Respect: First, respect one another. Don’t play with
The Group upsetting things might come up in the story, talk about
them before allowing them into the game.
Dynamic • Cooperation: Work together. It’s easy for each character
to pursue their own agendas, but just as an author
Remember: roleplaying is a group activity. There are two develops reasons for protagonists to stay connected,
aspects to this: the adventuring group and the player group. you should find reasons for the party to stick together.
Your character is one member of the adventuring group (also The GM can help here, but in the end, your hero should
known as a party). Note that an “adventure” might include only part ways with comrades for short periods of
low-key activities such as investigating a crime scene or teasing time, unless you plan on retiring them in favor of a
information out of guests at a party. Each character in the group new character. Plus, there’s nothing wrong with talking
has individual goals, but they also pursue larger group goals. about collective goals out of character, or taking other
They may have disagreements and even feuds, but for the game players aside to chat about short- and long-term goals
to go on, the characters must stick together. Adventures often without speaking as your characters.
Introduction 7