D&D 5E Is it ok to split the party?

Lanliss

Explorer
As a DM, do you think it would be ok to split the party in a long running campaign? I don't have the long running campaign yet, but I have an idea for a magic gem, which could go off like a bomb if interacted with improperly. the detonation would scatter the party across the world, and lead to a series of 1:1 sessions as they try to find a rendezvous. it feels like a fun idea, if handled right, and of course I would get player buy in first. What do you all think?
 

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You mean you'd be having separate game sessions for each character? Seems interesting, though work intensive for you.

I will say that being forced to watch other people play D&D for an hour is excruciatingly tedious. Try not to inflict that on your players. But if you can run 4-5 separate sessions per week, then go for it
 

You mean you'd be having separate game sessions for each character? Seems interesting, though work intensive for you.

I will say that being forced to watch other people play D&D for an hour is excruciatingly tedious. Try not to inflict that on your players. But if you can run 4-5 separate sessions per week, then go for it

Yes, that is what I meant, basically. I had no plans of forcing the others to sit around watching these sessions for the other characters.
 


I might suggest, instead of 1 on 1 sessions (unless those really work for you), doing short runs with the main PC, and the other players taking supporting character roles? That keeps some of the energy and dynamic of the group going, while still focusing on the efforts of the character trying to make a rendevous.

It could let people try our different character concepts or ideas, let you lay some pipe for world-building, and after the session would give you some more fleshed out NPCs to use later?

It's sort of using the troupe-play idea from something like Ars Magica.
 

Sounds fun! I wouldn't make it too long though. One of the best things about tabletop role playing is the group dynamic.


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I think it would depend on my players. If one felt like playing every day, and another prefers to play every couple of weeks, there is going to be a disconnect. Luckily, as the players meet up, they can start searching for the remaining missing ones, and meet them somewhere in the middle (if they go in the right direction to search)
 

I did it once .... ONCE. But it was not by design originally. Part of the gaming group had a period of time when they would not be available to play with the rest of the group. Instead of putting the game/campaign on hold, I devised a plot element where the party would be separated by the end of the last game the group was together. While one half was off on vacation real world. the other half continued to play in their portion of the game. When the other half returned, we played a bunch of sessions to catch them up in the time line. The BIG LEAP was determining when and where the groups would link up. So at the end of the session for the first group, they had linked up with the rest of the party at a certain location. I had to ensure that the second group actually DID arrive there when I presumed the would. (big gamble).

The hard part was the crush of the multiple sessions for the 2nd group to catch up so the 1st group did not have to miss a play session.

btw -- the device I used to split the party in the story was a session ending BBEG fight where the cavern collapsed and the party found themselves in different parts of the underdark.

I do not know if I could have done it with four different 1 on 1 sessions, though I suppose the different threads could have been shorter.
 
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I just realized where I got the inspiration for this. Legends of Tomorrow, and One Piece, if that helps to give an idea of what I am talking about.
 

I might suggest, instead of 1 on 1 sessions (unless those really work for you), doing short runs with the main PC, and the other players taking supporting character roles? That keeps some of the energy and dynamic of the group going, while still focusing on the efforts of the character trying to make a rendevous.

It could let people try our different character concepts or ideas, let you lay some pipe for world-building, and after the session would give you some more fleshed out NPCs to use later?
It's a lot like what happens in the first half of the Final Fantasy IV sequel, after the whole party has split up and each one has adopted a new party of cohorts. That's an excellent suggestion.
 

scatter the party across the world, and lead to a series of 1:1 sessions as they try to find a rendezvous. it feels like a fun idea, if handled right, and of course I would get player buy in first. What do you all think?
I've done it. Both as separate 1:1 sessions and, for shorter separations, going around the table (and not really worrying that they know what the others are doing - see the 'contrived story' thread). It's varied from slightly awkward to awesome fun - never been disastrous.
 

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