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Folks who, generally in cooperative games, take the reins and try to play the game for everyone. They tell others what to do, they tell others how to play, and they make the game less fun.
But at the same time, some of the responses to alpha gamers I've read about seem to push too far in the opposite direction.
One person said no game talk at all. I've read a couple of house rules that state that any suggestion made, regardless of its merit, cannot be followed.
At one extreme, the alpha gamer is sucking the fun out of the game by removing the other players' agency and choice.
At the other, the anti-alpha is sucking the fun out of the game by removing communication and interaction, which are at the heart of cooperative games.
So where is the line? Part of the fun of cooperative games, to me, is working together to come up with a plan. How are we going to use our different abilities to solve this?
How do we approach this session? You have a hammer, I have a nail, how are we going to get both items in the same spot? Where is the line between cooperative planning and domineering?
From what I've read, it certainly sounds like some people consider any communication at all to be too much. We're all always involved though the current player does have the final say.
We're usually looking for a pretty casual experience when we're playing coops anyways. If that's not the experience we're looking for on a given night then we'll just play something competitive.
This is of course assuming the game permits it in the rules. If it's a coop game that still requires closed hands and secret information then we'll play it as such.
Games with heavier RPG elements also tend to be played more individually than open as a group. And once you know your friends well and how they act when playing certain games, learn how to adjust who plays which game with you.
Play games that are actually challenging enough that one person can't make all the decisions. Alpha gamer is only a problem in simple games like Pandemic where, if your goal was solely to win, the best player should make all of the decisions.
Games like Gloomhaven and Spirit Island have enough going on that each person has their hands full just managing their own stuff. With new players I play on the normal difficulty so my decisions are not that difficult and I have plenty of opportunity to QB.
I don't, of course, but it is not as impossible as often mentioned here. I like how Arkham LCG and Gloomhaven take it a step further and only allow thematic talk in planning moves.
Stops the game devolving into meaningless numbers. I always find such no-stating-numbers rules to be silly, as they invite people to push the line as much as possible.
I much prefer either open communication, or rigorously formalized communication like Hanabi or Codenames. This is what our gaming group does in Gloomhaven and we actually find it pretty amusing and fun exactly because of how silly and devolved it is.
Yeah we do this too. Especially with initiative numbers. It probably gives more info than we should, but we get a kick out of thinking up original ways to communicate them.
You lost me at the first sentence. Play with people you like and dont make blanket statements about who people hate.
Other players may make suggestions, but it is up to the current player to decide what they do on their turn. Other people who are not present cannot parse individual interactions, so it is up to that player to understand the interactions between the individuals of their group.
The internet cannot help you. That is how I handle it in my group. We go around and everyone gets their say but the person who turn it is ultimately make the final decision good or bad.
I have a tendency to like planning and executing plans, when I play a co-operative game I reign that side of me in. I throw out big picture ideas like "I'd be great if we could to point b in 2 turns" and let other players see if they can achieve that with their toolkit.
I also avoid learning other players toolkits so they can do their own thing. Perhaps the more important question is, are you willing to take the risk that over the course of however many games in your campaign, that might happen and break up the group, preventing you from finishing?
I try to avoid alpha gamers. It's not always possible. If someone starts quarterbacking heavily, I'll ask them to back down and let everyone play.
If that doesn't work, I will deliberately do something other than what they say, and I will remind other players that they get to decide what to do on their turn, not alpha gamer.
It is a bit of a struggle when teaching a co-op game to new players though. A number of them will look to me or another experienced player and ask "what should I do?
If they ask what I would do, I tell them it's not up to me. I encourage other experienced players at the table to do the same.
If the new player pushes it, I might reduce their pool of options, but still leave for them to choose from. They aren't going to learn what does and doesn't work if they don't think about the options and just blindly do what someone else says.
Sure, that means I lose a few more games than I might have won had the experienced players run the table, but the game itself is far more fun when everyone is involved.
The other trick when players are asking for advice is when presenting options, talk about goals, not about actions. People will be more engaged if you say something like "Well you could focus on reducing the outbreak threat in Karachi, or maybe working towards curing Yellow", rather than "You could move to Karachi and treat twice, or move to Miami and take that card from Fred.
I am surprised often by how much people find things I didn't expect because I try not to talk actions. The other trick is dealing with the backlash when you lose and people ask "Did you see that coming?
Could we have stopped it? It's a tricky balancing act. I have had one player who when getting into board gaming avoided co-ops completely because of the negativity put towards them online by people saying "It's impossible to avoid these problems", and now they can't get enough of them because they love working as a team.
As luck would have it, I literally posted an article about alpha gamers today. I think the defining quality for all alpha gamers seems to be, that they see communication, cooperation and coordination as a means to an end.
That end being winning the game. Whereas cooperative games dangle the threat of defeat in front of players, in order to get them to communicate, cooperate and coordinate.
This shift in focus makes a huge difference to how you engage other players in a game. I've learned that while I'm playing Eldritch Horror I can lean too far towards backseat driving everyone.
Dunno how to fix it tbh. I've gotten a lot more quiet while gaming in co-op games because of it, which seems like I've tilted too far the other way now.
I'll argue that it's too group dependent to really come up with a "solution". Some game groups would be able to get by with "no game talk" or "no suggestions regardless of merit" but I would personally never come back to one of those groups.
The group I play with has a couple of people you could call alphas but we've all put a lot of effort into turning that "alpha-ness" into discussion about strategies and whatnot because there's always a disagreement whenever a suggestion is made.
The guy who put forth no effort no longer gets invited. My alpha-ness came from a want to talk about the game and potential strategies and open up discussion as it's a group activity.
I could care less if you follow it but a lot of people don't see it that way. It took awhile but I found a group where that works.
Also being mindful of HOW I speak my suggestions was an important step but I also can't change how people perceive my actions.
That being said, the more passive groups really dislike me and I them at least at the gaming table. I'm fine with this.
If you want to play, play, and play for the reasons you want to. Don't feel obligated to play with people you don't like playing with. I game because I find the mechanics and the things you can do with them fascinating and it also shows me how other people think analytically.
Others game to have social time. I want to get a couple of games in so I'm not going to play with the people who are okay with a game of Takenoko taking 5 hours while they shoot the shit but I'm also not going to stop them from doing it how they want to do it.
Do it with the people you like doing it with. This may be an unpopular opinion, but I think there's some truth to it, so hear me out. In the few weeks since I've gotten into this hobby and joined this sub, I've seen the issue of alphas come up dozens of times.
It really is that prevalent. And every time, people are looking for some sort of rule or mechanism to mitigate alpha tendencies.
While that may exist I think the real-time app-driven phase in XCOM makes it harder to be an alpha because you only have so much time to focus on your responsibility , what people should realize is that alphas are a social phenomenon very much ingrained in our evolution.
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