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<blockquote data-quote="Ilbranteloth" data-source="post: 7563344" data-attributes="member: 6778044"><p>My general campaign is designed like this, and each player has at least three characters. That way they can choose an available character depending on which players show up. </p><p></p><p>For a while I was running two nights, with an overlapping group of players, and all were in the same time and place.</p><p></p><p>Time for each was tracked independently, but we tried to make sure they would sync up when necessary. Things moved forward for characters that weren’t involved while they were back at home (since it was all based around a single village). There were some groups that traveled outside that region.</p><p></p><p>All actions altered the world for all of the characters, and since a few players played both nights, some characters moved among both groups. </p><p></p><p>Due to people moving away, jobs, etc. that large group has wound down, unfortunately, but I’m working on building it back up. I prefer running things this way because then it doesn’t matter whether people could make it or not, and as players come and go. Nights could be as few as 3 players and as many as 10, although usually around 6 or so (my sweet spot). The largest total number of players between the two nights was around 16, if I recall. Each with at least three characters.</p><p></p><p>My campaign itself has been running this way, on and off, since ‘87.</p><p></p><p>The key for me is I don’t run AP-style adventures, and I don’t write a plot. I have lots of schemes, plans, events, and organizations, and those progress based on what the groups are doing.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7563344, member: 6778044"] My general campaign is designed like this, and each player has at least three characters. That way they can choose an available character depending on which players show up. For a while I was running two nights, with an overlapping group of players, and all were in the same time and place. Time for each was tracked independently, but we tried to make sure they would sync up when necessary. Things moved forward for characters that weren’t involved while they were back at home (since it was all based around a single village). There were some groups that traveled outside that region. All actions altered the world for all of the characters, and since a few players played both nights, some characters moved among both groups. Due to people moving away, jobs, etc. that large group has wound down, unfortunately, but I’m working on building it back up. I prefer running things this way because then it doesn’t matter whether people could make it or not, and as players come and go. Nights could be as few as 3 players and as many as 10, although usually around 6 or so (my sweet spot). The largest total number of players between the two nights was around 16, if I recall. Each with at least three characters. My campaign itself has been running this way, on and off, since ‘87. The key for me is I don’t run AP-style adventures, and I don’t write a plot. I have lots of schemes, plans, events, and organizations, and those progress based on what the groups are doing. [/QUOTE]
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