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Anyone ever played a game with two linked groups?
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<blockquote data-quote="Lanefan" data-source="post: 8116874" data-attributes="member: 29398"><p>Agreed.</p><p></p><p>IME it's rare-to-never that one group 'reduce(s) to being an arm of the other'. Sometimes what they're doing is related, other times not.</p><p></p><p>Right now in the game I play in we've got three active parties (same players in each) running side-along in game time. We run one for a while, then stop and run another, etc.</p><p></p><p>One's on hold, trying to come back from rescuing people in the Far Realm but needs to wait for other groups to catch up in time.</p><p></p><p>Another's also on hold having just finished clearing out the place where the Far Realm group left from (we went in together then split into two parties once we found their jumping-off point, this was meta-intended all along)</p><p></p><p>A third group, currently in play, is looking for (and in process of clearing out, we think) a new home base for all of us and is farthest behind in time; the other groups can't move until we're caught up because our adventure will be determining whether the other groups arrive back at our old base or the new one (we have means of instant long-range transport to wherever we're based).</p><p></p><p>Agreed.</p><p></p><p>Solutions:</p><p></p><p>Be adamant about sailing the sessions even if not everyone can make it. (also make sure you-as-DM are available for your own sessions!)</p><p></p><p>Bog Group A down with wandering monsters or other distractions that take them away from the dungeon entrance. (not a long-term solution by any means but it can buy you a session if you need to fill one)</p><p></p><p>Your example does admittedly get messier if Group A decides to follow the Goblins to town rather than continue with the dungeon... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8116874, member: 29398"] Agreed. IME it's rare-to-never that one group 'reduce(s)[S] [/S]to being an arm of the other'. Sometimes what they're doing is related, other times not. Right now in the game I play in we've got three active parties (same players in each) running side-along in game time. We run one for a while, then stop and run another, etc. One's on hold, trying to come back from rescuing people in the Far Realm but needs to wait for other groups to catch up in time. Another's also on hold having just finished clearing out the place where the Far Realm group left from (we went in together then split into two parties once we found their jumping-off point, this was meta-intended all along) A third group, currently in play, is looking for (and in process of clearing out, we think) a new home base for all of us and is farthest behind in time; the other groups can't move until we're caught up because our adventure will be determining whether the other groups arrive back at our old base or the new one (we have means of instant long-range transport to wherever we're based). Agreed. Solutions: Be adamant about sailing the sessions even if not everyone can make it. (also make sure you-as-DM are available for your own sessions!) Bog Group A down with wandering monsters or other distractions that take them away from the dungeon entrance. (not a long-term solution by any means but it can buy you a session if you need to fill one) Your example does admittedly get messier if Group A decides to follow the Goblins to town rather than continue with the dungeon... :) [/QUOTE]
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