QUOTE (deek @ Dec 5 2008, 06:39 PM)

I'm still kinda hung up on this method of gaming and maybe its just that I am not seeing it function. Some individual still has to take all of these group ideas and present them to the players. Some of them get discarded and some of them are highlighted...that's just human nature.
I'm curious as to how all of these cooperative gaming ideas get incorporated into a session, assuming you are not playing wushu or such, but a "standard" role-playing game. Does someone just blurt out that such and such is this way or that, or is there a planning session where everyone discusses what adventure is going to be run and how each scenario is going to occur?
At some point, someone is "running" the game, right?
I just don't see how everyone can "just know" the same rule interpretation every single time, in 17+ gaming groups over 30 years. In my book, once someone brings up a specific rule, then you have Rules Lawyering, but yet you say that it never happens in cooperative gaming...
I just having a hard time visualizing what a session would feel like at this cooperative gaming table...
The Cooperative Game runs pretty much like the traditional ones with a few important differences.
First, when setting up a campaign overall time is spent developing tone and scale as a group, instead of the Unilateral method of the GM doing it alone ahead of time and hoping that it's a decent fit for the Players. With the Cooperative method you don't have to hope it fits, you know that it's the best compromise of what everyone wants. Yes, this requires flexibility on the part of the GM because once the broad strokes are done, he is still the details man. At least mostly.
-- You can give certain Players certain parts of the world to detail develop. No one HAS TO do this, but I've seldom found less than half the Players in a group who don't do it once they've seen how much it adds to a game. it can be in as much or as little detail as the individual wants and has time for.
-- Many (maybe most) groups have one or two Players who LOVE making characters. Great, have them go crazy on it. Get copies of them, tweak the attributes, skills and backgrounds a bit and re-add them to the mix as NPCs. Such Players can save the GM dozens of hours in the course of even a shortish campaign and still the game has a plethora of well thought out and developed characters to give depth and breadth to the game world.
As a part of this too is the discussion about what, in a rough manner, the ideal for the campaign will be. Is the idea to be "traditional Runners" who are contractual mercs in essence, or are they going to be involved in a cause or are they going to simply "grow" generically dependent upon environmental factors like real people do, or what have you? How nasty and vile do you want the baddies to be? Is it going to be gruesome, or edgy, or spooky or Pink Mohawks or does the group want an agglomeration of all of the above?
Second is rules and house rules development. This also goes to how specific types of situations get handled. Do you want free form decking or detail decking? (Both are a 3rd edition thing that is handled very differently in 4e.) How much or how little is magic going to be stressed? How about racism? Even aside from the stresses placed upon it, how accepting of magic and/or meta-humanity is humanity? These questions are rules related more than others of their sort in Shadowrun as there are game mechanics to be figured in and adjusted. Any aspect of how the game mechanically functions is discussed before the campaign itself starts, but it doesn't end there.
-- If a situation comes up in game that would usually result in an argument in a Unilateral Game it is set aside and discussed after the individual game session is over. The creative minds and inputs of everyone involved are used and a solution is found either by retention of the existing rule in Toto or by a consensus modification. Essentially it is the Unilateral GM thing but automatically arrived at by consensus. This by itself short cuts almost all rules arguments.
Third involves the Players more than the GM (which is also why I do yes, still have an issue with the idea that a DM automatically develops more "power" over time than the Players) and also handles a depth of background that few groups ever see otherwise. The Players handle their downtime, detail it as much or as little as they like, within the constraints of the system and the time they have. So, you can't simply assign yourself six new contacts or a degree in Meta-Botany, for instance, but you can and do set up the whos whys and wherefores and simply submit them.
-- For instance, Jay spends the three weeks of downtime between the end of the last run and the beginning of one of the ad hoc "day to day living situations" by spending allot of time with a couple of Boeing Corp Bodyguards he met during the last run. Initially they are listed afterwords as "casuals" (casual contacts which are like rating one contacts but less reliable and they'll want significantly more for their assistance than actual contacts) but who fall by the wayside when the relationship isn't vigorously maintained.
-- During the same period Shnorky is working for the ORC (and thus strengthening his ties to it) continuing to work on his Masters thesis in Comparitive Meta-Botanical Psycho-Therapeutic Pharmaceutical Design.
-- And Anna is simply keeping up with the SOTA line for Decking and Cyber-systems interfacing,
-- While Thadeus is working on self initiating.
Plus any on going inter-personal interactions and whatever else comes to mind, in as much or little detail as desired by the person. Usually in my experience it turns out to be allot of detail and allot of diceless role playing between the Players directly. Then they simply fill me in on what they were doing and what they see as the likeliest outcomes.
All of the above lets the GM very much off the hook for "entertaining the players" and provides SLEWS of scenario and side stroy ideas to be explored. It gets the Players VERY proactively involved in the games, gets them to take responsibility for the sessions smoothness and helps to assure that everyone both understands the rules, the house rules and how they interact with their specific characters. It also promotes deep RP and uses the hard core RPers abilities to help pull the more passive Players out of their shells a bit all without the direct need for GM input.
The second part is what prevents rules lawyering. There is no manner in which to lawyer things when you are as much judge as lawyer. When your voice is as strong in how things will work as the GMs is there is just nothing to "push against" and if the new rule you've proposed and gotten passed fails miserably because there was hidden twinkiness in it, it gets remembered and your ideas catch much closer scrutiny in the future as well as getting changed right away. Do this often enough and the group as a whole may despair of you and not invite you back. Group decisions for a group are a self regulating thing. It is only in Unilateral situations where you can really bitch about a ruling being unfair, because in the Cooperative Game it was YOU who helped design the rule.
This is a very quick thumb nail over view of some of the primary differences and why they work better. It barely scratches the surface of the surface, but it shows a direction.
Isshia
As an aside: No one is saying this is the only way, or that other ways are "badwrongfun", but rather that the traditional "it's my world and welcome to it" version of things doesn't have to be the way either and that other methods not only work, but have inherent strengths. Why running around in the gas guzzling old '76 Caddy Fleetwood with the broken AC and the bad breaks is "badwrongfun" if you like it, I don't get. I also don't get why it is important to say that this is just as efficient the '08 Mercedes E320 either, but maybe that's just me.