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Did the Alignment Champions Win?
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<blockquote data-quote="Crazy Jerome" data-source="post: 4094746" data-attributes="member: 54877"><p>It has to be framed (clearly limited) well, and you have to know what you are doing. When that happens, it is certainly one of the best parts of the game, for me and my group. Of course, the problem is getting there. It takes some practice to be really good at it, and it isn't for everyone in any case. So if you think you might enjoy it, you probably have to risk some mistakes and drama to get it.</p><p></p><p>I do find that it works far better in large groups than otherwise. 4-5 party members, especially if one or two are "wall flowers", can lead to a "Joe always versus Jane" situation, and that can lead to bad feelings. With 7-12 players, you tend to get multiple, changing factions--and it is rare for a single individual to be isolated. Plus, it leads to more actual play for the people involved (important with a large group), and the consequences are not as bad if the party becomes slightly less effective. (If 1 of 7 has a in-character snit fit and grudgingly helps on the mission, less trouble than if 1 of 4 does so.) Of course, I could take any 4-5 people out of 9 player group and do the intra-party feud now, because they are all experienced. I wouldn't do it with the 5 kids I'm planning on introducing to roleplaying with 4E.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 4094746, member: 54877"] It has to be framed (clearly limited) well, and you have to know what you are doing. When that happens, it is certainly one of the best parts of the game, for me and my group. Of course, the problem is getting there. It takes some practice to be really good at it, and it isn't for everyone in any case. So if you think you might enjoy it, you probably have to risk some mistakes and drama to get it. I do find that it works far better in large groups than otherwise. 4-5 party members, especially if one or two are "wall flowers", can lead to a "Joe always versus Jane" situation, and that can lead to bad feelings. With 7-12 players, you tend to get multiple, changing factions--and it is rare for a single individual to be isolated. Plus, it leads to more actual play for the people involved (important with a large group), and the consequences are not as bad if the party becomes slightly less effective. (If 1 of 7 has a in-character snit fit and grudgingly helps on the mission, less trouble than if 1 of 4 does so.) Of course, I could take any 4-5 people out of 9 player group and do the intra-party feud now, because they are all experienced. I wouldn't do it with the 5 kids I'm planning on introducing to roleplaying with 4E. [/QUOTE]
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