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*TTRPGs General
[Problem] Too Many Players: Who Gets to Play?
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<blockquote data-quote="Set" data-source="post: 3130852" data-attributes="member: 41584"><p>Having one of them co-GM and run some NPCs or handle certain aspects for you (looking up rules to deal with player questions, confirming what a spell or monster ability does, etc) sounds like a good idea. The 'player' gets to play an assortment of character types, which a diehard roleplayer may well enjoy *more* than playing a single character of their own.</p><p></p><p>Further, you can have them design a character, and just artificially advance it along with the party, so that if that player does end up rotating into an open player seat, their character is 'all caught up' and ready to join the action, and not penalized for doing the co-GM thing. (Ideally, said NPC already would exist in-game and be known to the party, but have specific story-reasons for not being able to adventure with the party, allowing a built-in rationale for the new party-member joining up. Perhaps the character is part of a competing group that ends up dying do some event that the player group ends up being pulled into when the 'last survivor' comes to ask their help avenging his own 'party.')</p><p></p><p>In my experience, having someone to 'sanity check' encounters and scenarios is always a good thing, since sometimes an idea that sounded really obvious in my head is completely ludicrous to my players and they will never think of, or vice-versa, my 'so cunning you could pin a tail on it and call it a weasel' plan will turn out to be utterly transparent to a five-year old...</p><p></p><p></p><p>The other option is to blindfold them and give them wooden boards with nails in them. Those who survive get to play. Sort of d20 Darwinism.</p></blockquote><p></p>
[QUOTE="Set, post: 3130852, member: 41584"] Having one of them co-GM and run some NPCs or handle certain aspects for you (looking up rules to deal with player questions, confirming what a spell or monster ability does, etc) sounds like a good idea. The 'player' gets to play an assortment of character types, which a diehard roleplayer may well enjoy *more* than playing a single character of their own. Further, you can have them design a character, and just artificially advance it along with the party, so that if that player does end up rotating into an open player seat, their character is 'all caught up' and ready to join the action, and not penalized for doing the co-GM thing. (Ideally, said NPC already would exist in-game and be known to the party, but have specific story-reasons for not being able to adventure with the party, allowing a built-in rationale for the new party-member joining up. Perhaps the character is part of a competing group that ends up dying do some event that the player group ends up being pulled into when the 'last survivor' comes to ask their help avenging his own 'party.') In my experience, having someone to 'sanity check' encounters and scenarios is always a good thing, since sometimes an idea that sounded really obvious in my head is completely ludicrous to my players and they will never think of, or vice-versa, my 'so cunning you could pin a tail on it and call it a weasel' plan will turn out to be utterly transparent to a five-year old... The other option is to blindfold them and give them wooden boards with nails in them. Those who survive get to play. Sort of d20 Darwinism. [/QUOTE]
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[Problem] Too Many Players: Who Gets to Play?
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