[Twilight Time] Reader Views on Splitting the Party
Heather Grove
heather at burningvoid.com
Mon Oct 28 10:30:49 EST 2002
October 28, 2002 - Reader Views on Splitting the Party
Volume 3, Issue 15
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Good morning!
It's getting cold where we are - we had our first brief snow of the
season last week, and our second this weekend. And we're coming up on
Halloween, when a gazillion kids will come walking up our driveway
looking for candy. (No, really - I swear last year more kids rang our
doorbell than there are people in this entire county!)
We have two new articles up on the web site for you, both of which are
a bit interesting and different for us, and a review of AEG's
"Farscape Roleplaying Game." Links to all three can be found after
this week's article. Speaking of which, this article is a little bit
different than usual. I hope you enjoy - and don't get sick on candy!
Oh, yes, if for some reason you haven't read last week's article yet,
you might want to read that one first:
http://two.pairlist.net/pipermail/twilighttime/2002/000011.html
Have a great day,
Heather
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More on "Splitting the Party"
[Copyright of reader comments remains with their authors]
I didn't express myself all that well last time; some of the people
who sent me responses thought I was coming down on the side of not
splitting the party in a roleplaying game. That article sprang up
because I *don't* like the whole "don't split the party" truism. Oops!
My bad! It's just that I can see how it sprang into being, and why
it's important to some people, even if I don't always agree with it.
The suggestions for ways to make splitting the party work (or when to
do it or not) were meant to give people who have problems with
splitting the party something to work with.
Unfortunately, I can see how people came away with the wrong
impression, looking back at the last issue. In a belated attempt to
get what I said to make some sort of sense, I'll try a slightly
different approach: When I say that in general it's a good idea not to
split the party, I mean it in a conceptual way. I don't mean that
literally every member of the party should stick together in the same
space at the same time, doing the same things. As long as everyone in
your gaming group is enjoying themselves, the things they're doing are
connected in some way, and they aren't bored or resentful of other
players, then in spirit you *haven't* split the party. Only worry
about doing more than that if you're running into problems.
Mostly what matters is that each of the players (and the GM!) keeps in
mind the fun and enjoyment of the other players. Sometimes that means
that they cut short their solo expedition and bring the party back
together. Sometimes it means that they keep having their lone
conversation with an NPC, because everyone's enjoying it. As long as
they're remembering to pay attention to how the other players are
getting along, that's great.
As it turns out, though, my lack of clarity worked out remarkably
well. How's that? Because lots of people sent me their wonderful
suggestions for why and how it's okay to split the party - and now,
I'm going to share them with you!
From James O'Rance:
Hullo Heather ~
A very pertinent Twilight Time this month! I would really love to see
a follow-up article directed at players - when to split the group,
what to do when the GM has to divide her attention between two groups
of players, how to bring split groups back together more easily, that
kind of thing.
Personally, I find that a bigger problem than split groups is solo
players. Sometimes these players make "loner" characters, sometimes
they are just so self-focused that they forget that other players
would like to be involved in situations.
To encourage solo players to take at least one other PC with them on
activities, I began to abstract encounters that didn't involve the
majority of players. I was quite honest about this - "I can't afford
to spend to much time on this, because six other people are waiting."
The more people that the solo player takes along, the less abstracted
the encounter would be.
This had some measure of success - the solo player began to always
bring an off-sider or co-conspirator along.
A split group can be quite fine if each mini-group has something to
do. In my last campaign there was a session where half of the PCs
spent a lot of time looking for a mysterious tower, while the other
half drew up an extensive mind-map of character names and events on
the whiteboard (we played in a university room). I kept an ear open
for them while handling the first group, but they kept themselves busy.
A similar situation involved players deciphering a coded letter for
about an hour while I introduced a new player.
This only works with particular people, though. Players who don't
enjoy puzzles would have been bored witless by the coded letter. It's
not something that I can plan for, just take advantage of when the
situation arises.
Thoughts From The Editor:
There are some great ideas in here for keeping sub-groups occupied.
I've only rarely seen a GM pull this off, so it wasn't a solution I
thought of. Thanks for the ideas, James! For more on players who tend
to create loner characters, we have an article on "The Problem with
Loners." It's primarily before-the-game stuff rather than during-game
stuff, but hopefully it'll help some people:
http://www.burningvoid.com/pipermail/void/2001/000024.html
And one on party coherency:
http://www.burningvoid.com/pipermail/void/2000q4/000007.html
And one for players on creating useful PCs:
http://www.burningvoid.com/pipermail/void/2001q1/000013.html
Certainly the loner problem is a good topic to bring up with your
players before character creation. As that first article mentions,
it's possible to have characters who have the loner mystique and
personality but who can also serve as team players.
As for players who go off on their own not because they mean to
shanghai the game, but rather because they don't stop to think about
it - perhaps we can help them remember. James' suggestion to abstract
activities that only involve one character and don't entertain the
rest is a great one. Also try things like experience point awards for
keeping the group entertained (specifically mention the idea of not
stranding other players with nothing to do if you have no good reason
to do so); that can serve as a great memory aid. Depending on the
player, you could sit down with him and ask him what the two of you
can do to help him remember - changes to the character, gentle
reminders, etc. As always, these are just suggestions - do whatever
works for your group.
As a side note, James and I got into an interesting discussion about
*why* players tend to create loner characters. If you look at popular
media, most of the heroic or semi-heroic characters out there are
loners. It's very rare to find a fantasy, mystery, horror, or
science-fiction TV show, book, or movie that has a true ensemble cast
of equals. Two of the TV shows that I think work best along these
lines are the Sci-Fi Channel's "Farscape" and the new Joss Whedon
show, "Firefly." Both of them depict ensemble casts made up of very
disparate, unique individuals. You might try finding a good movie or
TV show with a real ensemble cast (yet unique, heroic or semi-heroic
characters) and showing it to your players before character creation
begins.
From MoonHunter:
Hello
Breaking up the party into smaller sub-parties, in non tactical/
dungeon situations, is perfectly okay. Sure your beginning GM will
have issues with it, but it is really no harder than running several
characters in a city environment.
There are two tips to making this work:
The first is the most important and one of the most revered, ancient
gamemaster secrets... assign players that are in the off camera to
NPCs and Monsters "on Camera". (Well, to be honest the secret is not
that old, but I'm an ancient gamemaster soooo)
I have always found myself in the unenviable position of running large
groups, that are normally broken down into smaller ones (Current
record is 32 people in a Stalking the Night Fantastic Game). This
technique has always served me in good stead no matter the group's
size. I have used it in groups as small as 3.
By assigning PCs NPCs and Monsters, it allows the active group to
interact with the game world, without tying up GM time/ processing
power. I can set up one sub group talking with another, and move on
to yet another sub group. These subgroups could be 1-3 players. The
techniques are valid for anytime the group is "dispersed".
Caution: Make sure to assign the right PC to the right kind of
opposition or monster. Just don't assign them positions because they
are there... they must be able to handle the position. So don't force
the player who uses few words to be the flamboyant NPC.. it just won't
work.
I like this technique for a couple of reasons.
It allows me to split my attention between players. I can set up two
sub groups to interact with each other and do a longer interaction
with the third that requires my direct attention.
I can be fairer in my play; because I don't have to dumb down the
monsters because I am the All Knowing GM. The monsters are normally
being played with the cunning of a PC, so it makes them more
challenging. I, as the GM, can return to the referee aspect of the
job, rather than the authorial (in control of the world) portion of
the job.
PCs must be rewarded with EPs and Karma points equal to their
performance as the NPCs/ Monsters. This rewards good play and
prevents players from running the opposition "stupid" so their friends
will win easily.
(An extension of this "tip" is to create a troupe of actors: Every
character will have NPCs associated with it, supporting cast. These
are their coworkers, landlords, guild members, significant others,
pets, family members, and a host of others. When a player is
interacting with their supporting cast, it ties the GM up and leaves
the other players with nothing to do. Assign supporting cast members
to other players in the troupe. The GM gives the player running the
supporting cast member a little direction, and off they go. This frees
the GM up to set up other scenes, advance plots, and still allows the
player roleplay opportunities with their environment.)
The second tip is not required, but helps make the first tip work
better. It is learning when to cut scene or change which players are
"on screen". You need to think of game action in terms of movie
shots... and learn to change scenes when it is dramatic or the scene
has gone on for too long. Keep changing back and forth between
groups. This keeps everyone engaged in the game and their characters,
keeps the story moving, and (cue evil GM glee) keeps the players off
balance.
[Editor's note: the "cut scene" tip is the whole "switching the
spotlight" thing that has come up in some of our other articles.]
Pacing is important in any game/ story, and more so when you are
running sub groups. As the GM you must keep the drama and or action
(these are not synonymous in this context) going at all costs. If one
group is slowing down the play, cut to them less and less often. Their
own desperation will make them "speed up".
As for the occasional lone wolf. Sometimes it is appropriate for a
character to go off by itself. That is fine. They do the job and get
back to the group. Sometimes it is just the player searching for
glory/ spotlight time/ their own thing to do. That is not fine.
Roleplaying games are group activities, a mutually supportive game.
These kinds of lone players often find their "camera time" coming in
shorter and shorter intervals (and their opposition being ratcheted up
a notch or two... after all they were going to need friends to deal
with them). If you then assign NPC/ Monster opposition to the other
PCs, the lone player often finds themselves at a serious disadvantage.
Just a few thoughts on the subject.
Thoughts from the Editor:
I realize now that after so many articles, I've started leaving out
some of my usual caveats because it feels to me like I'm getting
repetitive. Unfortunately, I forget that most people won't have read
the insane backlog of articles on the site. Thanks to MoonHunter for
reminding me of one of the more important caveats: "if it ain't broke,
don't fix it."
Splitting the party is only a problem when it's a problem, just as
loner characters are only problems when they're problems. My
suggestions for dealing with loner characters and splitting the party
are only meant to be played with if you're having problems with these
things - not if they're working out just fine. (If they're working out
just fine, then obviously you don't need to fix them!)
*Anything* can work out all right in someone's group - as our friend
here has illustrated, the right GM and the right players can make a
group of 32 people work out all right (whew!). Roleplaying is such a
personal thing that only you can know which things need to be fixed in
your game - and which things don't. I like to address "problems" that
seem common in gaming, but that certainly doesn't mean that you
personally are one of the people who's experiencing that problem. I
don't think there's a single problem that can be considered universal
in roleplaying.
Thank you to MoonHunter for some great suggestions for dealing with
split parties - visit http://www.openroleplaying.org/ to find more of
his tips!
From Paul Runstedler:
Hi Heather!
Just read your latest "Twilight time". Interesting discussion. I've
often found splitting the party can be really fun, but as a GM you're
walking a very fine line. Often there are one or two players in the
group that tend to be the most energetic and the most active. This
leads to a great deal of spotlight time being absorbed by them during
normal 'party' play. This isn't bad, and the players don't
necessarily mean to 'hog' the spotlight. It's just their personality.
One way I've found to help satisfy the less outgoing player is to have
personal moments, that I've created for them, both with and without
the party. As you said, you don't want these things to last too long
or else everyone else can get bored and frustrated...
On a similar note, I've (in a previous game) toyed with splitting up
the characters (not the party) for long periods of time. I realized
during one of my games that if the party met an NPC and that NPC
traveled with them, or helped them out of a scrape or what-have-you,
that certain members of the party formed a tenuous bond with that NPC.
Now when I took that NPC away for a while (months of game time),
then brought them back, the tenuous bond that existed before suddenly
became much more powerful. It was as if the party had met some long
lost relative that they hadn't seen since childhood. I'm still not
sure about the psychology of what's going on here, but the players
seem to really enjoy this stuff...
So... Back to splitting up the characters. I figured if the bond
between character and NPC strengthened with absence, what would happen
if this same situation were to occur with the PCs? I took one PC out
of the mix and had the other players roll up brand new characters to
travel with this PC. Then the one player whose PC left the party
rolled up a new character for the original party. Both parties
traveled for quite a while (both attempting to complete separate
quests that would help prevent a great evil that was scourging the
land). It worked quite well actually. We would play the one party
for a while, then switch over to the other party for a while (like
chapters in a book often do). Eventually when the party was re-united
with its former member, they were ecstatic. The bonds between that PC
and his former party were still present, and in fact seemed to be
strengthened by his absence.
Back to splitting up the party for a minute... Not sure if you
remember that we talked previously about a game myself and my brother
were putting together (a while back). Our plan was that we'd both GM
it as a sort of tag-team GM team. So far it's worked out wonderfully.
Battles are more vivid (one person keeps track of the nuts and bolts
while the other provides elaborate descriptions) and game play doesn't
get frustrating for the players very often. If someone wants to go
off and do something on their own, the other GM steps up and continues
the game for the rest of the party.
Take care Heather!
Thoughts from the Editor:
If you have enough people to form a GM team, that can be a great way
to handle split parties. It can take some forethought, planning, and
coordination, but it's a great idea! I'm also curious to play with the
psychological dynamics of absence that Paul brought up. It's an
interesting phenomenon...
From Nicolai Paulsen:
Heather,
As always: I'm impressed! This week's topic is particularly pertinent
as the two main characters in my group have developed a genuine
hostility (bordering on hatred) for each other. This is, of course
slightly influenced by, and influencing, the players and their
relationship to one another. We have had to split up the campaign in
two parallel ones, despite the fact that the youngest of the two
characters has been around since 1996 and the oldest since around
1989. Very sad, but that's how it goes when a highly independent and
self-reliant personality clashes with a (mostly self-professed)
natural born bully... sorry: leader for long enough (no free tickets
to Fort Lauderdale for guessing which one I play!).
So that is one point I think you overlooked a bit. In a game with a
strong emphasis on storytelling and character development over long
periods of time, characters with free will may simply HAVE to go off
into seperate directions.
As an aside to that, we have for the longest time used a little pearl
of wisdom we found in SF author John Varley's Titan-series, where a
character at one point says: "In every movie I ever saw, splitting up
happened just before the big disaster."
We tend to say that together every once in a while. Usually after the
big disaster, though. Maybe we are slow learners in my group.
Looking forward to your next newsletter
Thoughts from the Editor:
Nicolai brings up a very important point. No matter how much care you
take to ensure that the group is capable of being compatible,
sometimes it just doesn't work out that way. That's okay! Going back
to that whole "if it's a problem, then it's a problem" thing, this
isn't necessarily a problem. Some players can get wonderful
roleplaying situations out of such a turn of events.
Sure, if relationships between PCs get bad enough you might have to
split your game in two, or have one character eventually exit and have
his player roll up a new character, but that's okay. The roleplaying
you do in the meantime can make it worthwhile. It's only a problem if
this starts tearing apart the group of *players*, or in some other way
makes the game unplayable or not fun. (In which case, maybe it's time
for one or both of those characters to make an exit, and for the
players involved to roll up new ones.)
I hope you've enjoyed all of the wonderful suggestions from your
fellow readers. (And thank you to everyone who sent in tips!) As for
me, sorry about the misunderstanding! As we've mentioned in other
articles: all that really matters is that GM and players should all be
having fun. As long as that's the case, it doesn't matter whether
you're doing things in ways that other people agree with or not.
Roleplaying is a very social hobby, and as such how it works for each
group depends entirely on the people involved. Do what's right for
*your* gaming group!
What's Your Opinion?:
Comments on this issue's topic? Suggestions? Tips? Special topic
requests? Drop me a line at (heather at burningvoid.com). If I pass any
of your suggestions on (either through the newsletter or the RPG
resources page), I'll attribute them to you. Be sure to tell me if you
don't want me to use your name and/or comments!
The next issue is coming in just a few weeks - mid- to late November.
+++++++++++++++++++++++++++++++++++++++++++++
SITE UPDATE:
Burning Void Roleplaying Resources:
http://www.burningvoid.com/users/heather/roleplaying/resources.html
http://www.burningvoid.com/users/heather/roleplaying/Essays/integration.html
How to Integrate Elements from Different Roleplaying Game Systems
There are good reasons why so many people disapprove of "crossover"
games, or of allowing players to create new and unusual character
types. Here we talk about how you can address those issues, and go on
to create a crossover game or new character type that will make for a
fun gaming experience! Warning: this is a long one...
http://www.burningvoid.com/users/heather/roleplaying/Reviews/1002-1.html
A review of the "Farscape Roleplaying Game" from AEG! If you're
despondent over the cancellation of your favorite TV show, never fear.
The RPG is here!
http://www.burningvoid.com/users/heather/roleplaying/Essays/barakah3.html
Barakah Powers Listing Part 1: Fire, Sand, Heat, and Wind
We're once again adding to our series on the half-human, half-djinn
Barakah, and we hope you'll enjoy the first installment of the powers
we've cooked up for these folk!
And, believe it or not, we've once again updated the majority of our
links listings. :)
Burning Void Writers' Resources:
http://www.burningvoid.com/users/heather/writing/resources.html
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