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Anyone ever played a game with two linked groups?
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<blockquote data-quote="Richards" data-source="post: 8116445" data-attributes="member: 508"><p>I've tried something like this once, but on a much smaller scale. I was running two adventures simultaneously for the same group: one player was having a solo adventure while the other four were involved in a different short adventure. All five players were at the same table, so everyone could see what was going on at the "other" adventure, but they didn't get to use their "out-of-game" knowledge in their current situation. And then I set things up such that one or more of the PCs in the larger group would be teleported over to the solo adventure (just one PC, the way things turned out). The problem was that the four PCs had pretty much finished their big fight before the teleportation occurred - it would have been more exciting had the larger group lost one of their number while still up against their main enemy, but I wasn't quite able to pull it off.</p><p></p><p>My son, who DMs our other campaigns, pulled something similar but on a much larger scale. We went through an entire 60-session campaign and were then told the follow-up campaign would take place in the same game world. What he didn't mention was that this second campaign was occurring during the same time frame as the original campaign. So we've already encountered evidence of what the previous PCs had been up to while our current PCs are off about their own business. In one session, we were even up against two of the PCs from the previous campaign, at a point in time where those two PCs had been absent from the session taking place at that particular point in time; now we all know what they had been up to when they were missing! It even gets better: the evil organization that was the main enemy of the PCs in the first campaign is actively willing to aid the PCs in our current campaign, and our new PCs have no reason to distrust the organization. In fact, we've already agreed to rescue a main villain from the first campaign because of a prophecy that states he may be key to preventing an apocalyptic event in the near future. (And our current PCs have no idea the role he played in the previous campaign.)</p><p></p><p>Johnathan</p></blockquote><p></p>
[QUOTE="Richards, post: 8116445, member: 508"] I've tried something like this once, but on a much smaller scale. I was running two adventures simultaneously for the same group: one player was having a solo adventure while the other four were involved in a different short adventure. All five players were at the same table, so everyone could see what was going on at the "other" adventure, but they didn't get to use their "out-of-game" knowledge in their current situation. And then I set things up such that one or more of the PCs in the larger group would be teleported over to the solo adventure (just one PC, the way things turned out). The problem was that the four PCs had pretty much finished their big fight before the teleportation occurred - it would have been more exciting had the larger group lost one of their number while still up against their main enemy, but I wasn't quite able to pull it off. My son, who DMs our other campaigns, pulled something similar but on a much larger scale. We went through an entire 60-session campaign and were then told the follow-up campaign would take place in the same game world. What he didn't mention was that this second campaign was occurring during the same time frame as the original campaign. So we've already encountered evidence of what the previous PCs had been up to while our current PCs are off about their own business. In one session, we were even up against two of the PCs from the previous campaign, at a point in time where those two PCs had been absent from the session taking place at that particular point in time; now we all know what they had been up to when they were missing! It even gets better: the evil organization that was the main enemy of the PCs in the first campaign is actively willing to aid the PCs in our current campaign, and our new PCs have no reason to distrust the organization. In fact, we've already agreed to rescue a main villain from the first campaign because of a prophecy that states he may be key to preventing an apocalyptic event in the near future. (And our current PCs have no idea the role he played in the previous campaign.) Johnathan [/QUOTE]
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