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<blockquote data-quote="Blue" data-source="post: 7442949" data-attributes="member: 20564"><p>In the current campaign I run, it's one PC per player. In a different style of campaign I wouldn't mind a stable of characters - but I feel the campaign needs to be set up for that. Even then, it would be primarily one at a time, with occasionally RPing additional ones or rare circumstances where the situation demanded multiple characters from the same player to be present.</p><p></p><p>Back in my teens/20s, I had one DM I played D&D and Champions with, and he ran multiple groups in the same world. Some of those groups had overlap, so we'd have multiple characters in the world. We'd also have things like our 12+ hour Saturday games (ah, college) with 6 players, and we had different campaigns based on which players would be able to make it - all within the same world. Though invariably the cool stories would get talked about, the people who weren't part of a particular group would want to be part, make characters, and then we'd end up making a new campaign somewhere else in the world when they couldn't make it.</p><p></p><p>For Champions we didn't have it quite as much, but he ran for several groups, with some overlap, for decades. Once a year he'd have a big crossover session that was hella fun to RP across all the groups, would end up a bit like Avengers: Infinity War in that we'd break up into smaller groups (though not the normal hero teams, so new dynamics) for much of it to allow us to get thigns done, and then end with a huge crossover combat-with-plot - or several simultaneous combats where we each had to do their part of stopping the major villain plans (team A disable the earthquake generators while team B dealt with the subterranean menace...). These combats would use the same phase/Dex countdown so it was all super simultaneous. The only problem is that Champions combat is detail-oriented and slow in normal play. With 30+ heroes and a reasonably sized threat, it slowed way down. While that was supposed to be the spotlight, the character RP between characters who weren't on the same team was really the highlight.</p><p></p><p>In that same Champions world, we eventually started a UN team where each player had three characters (later reduced to two as more players got into it over the years to keep the roster reasonable). It was inspired by an 80s cartoon, maybe M.A.S.K. where a different group of operatives was assembled for any particular challenge. Part of the fiction was that there was plenty of other missions going on so it's not that unused heroes were free to bring along for more firepower, but that we could easily catch each other at HQ for RP so we had a large amount of interaction. There was definitely an aspect of soap opera to that, with the drama of everyone's lives, dating on the team, grudges (player okayed), etc.</p></blockquote><p></p>
[QUOTE="Blue, post: 7442949, member: 20564"] In the current campaign I run, it's one PC per player. In a different style of campaign I wouldn't mind a stable of characters - but I feel the campaign needs to be set up for that. Even then, it would be primarily one at a time, with occasionally RPing additional ones or rare circumstances where the situation demanded multiple characters from the same player to be present. Back in my teens/20s, I had one DM I played D&D and Champions with, and he ran multiple groups in the same world. Some of those groups had overlap, so we'd have multiple characters in the world. We'd also have things like our 12+ hour Saturday games (ah, college) with 6 players, and we had different campaigns based on which players would be able to make it - all within the same world. Though invariably the cool stories would get talked about, the people who weren't part of a particular group would want to be part, make characters, and then we'd end up making a new campaign somewhere else in the world when they couldn't make it. For Champions we didn't have it quite as much, but he ran for several groups, with some overlap, for decades. Once a year he'd have a big crossover session that was hella fun to RP across all the groups, would end up a bit like Avengers: Infinity War in that we'd break up into smaller groups (though not the normal hero teams, so new dynamics) for much of it to allow us to get thigns done, and then end with a huge crossover combat-with-plot - or several simultaneous combats where we each had to do their part of stopping the major villain plans (team A disable the earthquake generators while team B dealt with the subterranean menace...). These combats would use the same phase/Dex countdown so it was all super simultaneous. The only problem is that Champions combat is detail-oriented and slow in normal play. With 30+ heroes and a reasonably sized threat, it slowed way down. While that was supposed to be the spotlight, the character RP between characters who weren't on the same team was really the highlight. In that same Champions world, we eventually started a UN team where each player had three characters (later reduced to two as more players got into it over the years to keep the roster reasonable). It was inspired by an 80s cartoon, maybe M.A.S.K. where a different group of operatives was assembled for any particular challenge. Part of the fiction was that there was plenty of other missions going on so it's not that unused heroes were free to bring along for more firepower, but that we could easily catch each other at HQ for RP so we had a large amount of interaction. There was definitely an aspect of soap opera to that, with the drama of everyone's lives, dating on the team, grudges (player okayed), etc. [/QUOTE]
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