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General Tabletop Discussion
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DMs, how do you handle 'split party' situations?
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<blockquote data-quote="AtomicPope" data-source="post: 8431163" data-attributes="member: 64790"><p>When the party splits I give players who aren't present NPCs to control, even if it's a social situation. I like the energy players bring to the scene for making them sit out. Also, it can be fun when the monsters are being ruthless and clever. You'll also find that the players are eager to immediately start roleplaying as a monster, just diving into their new role. I first started doing this on a whim for an evil D&D game I ran about 20 years ago and I've kept doing it ever since. At first I did it as an experiment, because I saw the other players getting bored so I wanted them to stay active. Then I started doing it on purpose, intentionally creating NPC handouts for the players. Once during a Star Wars Sage campaign I crafted an elaborate session that required the PCs to be in two places at once. When they split up, both parties faced suitable adversaries who were controlled by players. It was really intense. We played for about 8 hours straight. It's been over a decade and we will talk about escaping the ray shield trap, fighting the droid army, and the lightsaber duel that decided the fate of a padawan and the galaxy. Everyone got to be their character in their best moment, and take part in another's time to shine.</p><p></p><p>I suggest everyone try this at least one. Give the players a minions and you control a "leader" type. In 5e this works really well with Goblins, Orcs, and Hobgoblins since they have built in mechanics for leaders. Then "give orders" and let them have all of the fun. What's even better is when the NPCs controlled by players start rolling 20's. The players don't even know who to be mad at.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 8431163, member: 64790"] When the party splits I give players who aren't present NPCs to control, even if it's a social situation. I like the energy players bring to the scene for making them sit out. Also, it can be fun when the monsters are being ruthless and clever. You'll also find that the players are eager to immediately start roleplaying as a monster, just diving into their new role. I first started doing this on a whim for an evil D&D game I ran about 20 years ago and I've kept doing it ever since. At first I did it as an experiment, because I saw the other players getting bored so I wanted them to stay active. Then I started doing it on purpose, intentionally creating NPC handouts for the players. Once during a Star Wars Sage campaign I crafted an elaborate session that required the PCs to be in two places at once. When they split up, both parties faced suitable adversaries who were controlled by players. It was really intense. We played for about 8 hours straight. It's been over a decade and we will talk about escaping the ray shield trap, fighting the droid army, and the lightsaber duel that decided the fate of a padawan and the galaxy. Everyone got to be their character in their best moment, and take part in another's time to shine. I suggest everyone try this at least one. Give the players a minions and you control a "leader" type. In 5e this works really well with Goblins, Orcs, and Hobgoblins since they have built in mechanics for leaders. Then "give orders" and let them have all of the fun. What's even better is when the NPCs controlled by players start rolling 20's. The players don't even know who to be mad at. [/QUOTE]
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