Designing a Campaign.

But the whole point of doing the campaign is having the jailbreak be part of the campaign. What's wrong with starting them at 1st level? They'll have NPCs with them, if difficulty is an issue.

This:

I thought about doing that, but I don't think I'd be able to do 2-4 level ups in a single session. Although I could divide it up, but that would require quite a few sessions.

I still think start them 2 levels below meet-up level, then do a single double-level-up session with each group.

The issue with having a player from one team help by DMing the other team is that the "DM-player" will gain too much out of game knowledge.
 

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What's wrong is basically just technical feasability of play sessions. You must decide whether you want to run the groups separate or no. If no, that means you must either deal with the fact that each group will know what the other is going through, or enforce people leaving the room, stopping their ears etc. - which is very cumbersome and frustrating.
Basically, it's all in all not a comfortable situation for group gaming until both halves of the party have met. Therefore, it seems a good idea to have them meet very quickly.
 

That's true. And it seems as if having two half groups for a short time is the easiest way. Although, I've always wanted to put the "discourage mategame thinking" section in the DM guide to an extreme use, I though this might be it, but it would be quite difficult.
 

Thing is, even players who're very good at not metagaming will not be surprised if - as players - they already know what will happen. Pointed this out in another thread, but it applies here as well. You're not only catering to characters, you're dealing with players. Separating in-game from out-of-game knowledge isn't everything.
 

I know. I just thought having the same group in two different places at the same time would be an interesting concept to toy with. In fact, how would any of you guys, as DMs, handle one of your PCs being teleported to some other location. They are then in two different places at the same time, as the predicament mentioned above.
 

I'd honestly handle it by keeping the group split as short and inconsequential as possible. It's just more fun for everybody at the table if they all have the opportunity to get in on the action, all of the time, and interact with each other on top of that.

To be sure, group splits do happen, and sometimes they may even last out a session or two if I mishandle things. In these cases, I make sure that metagaming isn't even an option by keeping both parts of the action independent of each other. That way, nobody's getting any valuable information by listening in on the other side.

Another suggestion: group splits may end up in a lot of boredom for those players who're not involved in the game at any given time. Therefore, they need something to do in the meantime. For example, they could be roleplaying a lengthy planning session (for a prison break, an upcoming fight, some negotiations etc.), or trying to solve a complicated puzzle without time constraints. But the best solution IMO is letting them play NPCs that pop up with the other half of the group.
 

Which is why I was wondering how to managa both groups while their in the same room. But it would seem that levelling them up fast is the most efficient way.
 

Just had another idea to keep the split short: Why not have the outside group intercepted, stripped of gear, then thrown in with the prisoners? This could even be part of the prison break plan: Once inside, they're to find enough helpers (the other PCs) to pull off something or other, after which an NPC rescue force can break the gates. Could lead to interesting roleplaying between the two halves of the group, as the outside agents are looking for people willing to help inside the prison, but don't know who's capable, who's trustworthy, and who's a government spy...
 

For the situation where a single player is separated from the group, I handle it in one of two ways:
1) the other PCs sit and listen, and are sometimes given NPCs to run by me. (this is if I have time to plan ahead). They are expected to keep player/character knowledge separated. For example, a PC is trying to infiltrate a neutral or enemy organization and must get past guards, spy on a meeting, and escape undetected. The other PCs will be the guards and lesser NPCs at the meeting. But not the big boss who knows all.

2) those who are not present leave the room while the solo scene is run. This works best when I have not had time to plan, and the separation should be fairly brief. For example, a rogue triggers a trap and is teleported into the prison cell 2 rooms away down the hall.
 

I think this is a cool idea but I can see the difficulties. You could do it by doing cut scenes basically going back and forth between the groups.

This is what I do when a group gets separated. The issue that can arise is when one group starts doing things that take a lot of time.

Another thing you can do is play different sessions until the groups meet. If you do this I would suggest giving the same amount of XP to each group.

You can either meet or do it over email.

This happened in an Eberron game and the end result was the other group ended up with more XP so they were two levels ahead and had way more treasure. It caused a lot of bad feeling around the table.
 

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