It might help to get the ball rolling if you tell us what you think about it.
The original discussion of heavy shit started here :
http://www.therpgsite.com/forums/showthread.php?p=13614#post13614What it means is
realistic themes that some gamers inject into their games. However thats not really what I'm getting at.
In recent campaigns my players have been having a lot of
pc vs pc interaction - sometimes even conflict - that seems to become the focus of these campaigns.
The main reason given for this apparent preference of play (and something that I've always suspected, at least in the groups that I have gamed with) is that these interactions/conflict seems to resonate more, than conflicts with npcs.
Which is not to say that npcs relationships/conflicts etc are secondary or that the value of npcs as part of the setting and to the pcs are not a priority, merely that the players (in my group at least) feel that the game somehow seems more vibrant and exciting when their characters are mixing it with each other then with just the npcs.
Tough choices according to them, seems much more real and urgent, when it involves/concerns the pcs as a group or individually. Betrayal from within, conflict from within the group and how it relates to the greater world seems to be the prefered style of play. Some would call it
Uber Protagonization, I think
More and more, I'm encouraged (and I'm not complaining) to create/inject situations, that focus more on creating dramatic situations which revolve around the pcs rather than situations that involve nps that the pcs react to -if this makes any kind of sense
Regards,
David R