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How to handle an even party split?

Started by mAcular Chaotic, May 06, 2015, 01:58:39 PM

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robiswrong

Quote from: RPGPundit;830437In games like Amber or Lords of Olympus it's totally common that the players (often a sizable group), are spread out, rarely with more than two or three of them together at any time.  This just requires a group that's willing to have gaps between their turns to play.

It helps if you're using a system that has fast enough resolution to switch between players with regularity, and also one that's interesting for the other players to listen to/watch.

I'd say that's true of Amber, as it's going to be all about stuff happening, not scrounging for bonuses.

JongWK

There was a month were the party split in half, because the characters had an insane amount of things to do and were going to different places. We had a session with a couple of players, and another one with the other two. After that, the characters met again and carried on together.
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Ravenswing

Quote from: mAcular Chaotic;830502Well, Amber is all about every player scheming on their own. D&D is supposed to be a group of adventurers working together.
That's a common fallacy; it's nothing of the sort.  D&D is a toolkit for adjudicating the actions of one or more players in a fantasy RPG environment, and favoring some particular stylistic elements.  Like pretty just about any other system out there, people have run solo campaigns or for only two players just fine.
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Old One Eye

Quote from: Omega;830119Some GMs arent keen on multi-tasking plots like that. Bobs off following his quest for the ring of whatever. Joes off wenching in the tavern, and so on. Having to do that one at a time is ok. But 3-4 seperate paths all at once is a mess waiting to happen. People have to wait. Lots of down time usually. One player may get more action for one reason or another.

Can be done. I got payed to do it. But personally I'd rather the group stuck together.

Yeah, I do not like running split groups.  I overtly tell the players I am only willing to run the game when the party stays together.  Temporary splits are fine, but I will stop running the game if the party cannot stay together in the main.

Then throw it back to them to figure out a compromise if they want the game to continue.  Every group has always managed a compromise; none of my players has ever left the game from this.

RPGPundit

Quote from: mAcular Chaotic;830442This is D&D though.

I don't think the concept would work any worse with D&D, in the type of campaigns where this would be necessary.
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Quote from: JongWK;830662There was a month were the party split in half, because the characters had an insane amount of things to do and were going to different places. We had a session with a couple of players, and another one with the other two. After that, the characters met again and carried on together.

That's another good way to solve it.
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Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

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NOW AVAILABLE: AoI in print form

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The new Diceless RPG of multiversal power, adventure and intrigue, now available.