It depends on the campaign. I have no issue with the idea of interactions developing as you go along when those interactions aren't the whole of the world. In New Dawn you literally had no one else to talk to (except for the wily undead). The issue here isn't so much how to deal with the problem player but how to front load some of that relationship development so as to expedite the game.
Of course, the New Dawn was also distinct in that there was no existing social framework for the PCs either: you were not cops with the senior man in charge; you weren't star fleet officers with a captain and a clear directive (or Arabain merchants on one capatain's ship); there was no outside authoirty that could monitor your successes. If there were I think that it would have given you a stronger starting point for character development.
no subject
Date: 2009-07-14 11:16 pm (UTC)Of course, the New Dawn was also distinct in that there was no existing social framework for the PCs either: you were not cops with the senior man in charge; you weren't star fleet officers with a captain and a clear directive (or Arabain merchants on one capatain's ship); there was no outside authoirty that could monitor your successes. If there were I think that it would have given you a stronger starting point for character development.