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Re-thinking PC death and storytelling
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<blockquote data-quote="Jacob Marley" data-source="post: 5810476" data-attributes="member: 89537"><p><span style="color: white"><span style="font-family: 'Verdana'">I am currently playing in a campaign in which each player controls multiple characters. I have four. The campaign uses 3rd Edition D&D rules. I have also DM'd such campaigns.</span></span></p><p> </p><p></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">We play in five hour sessions every other Sunday afternoon. Keeping track of information is actually quite easy. Each character has his/her own folder (we all use laptops so it is very easy to organize information), within that folder is the character sheet, a list of NPCs that the character has interacted with, a list of quests/goals that the character is pursuing, a map of the area the character is in, and a calendar tracking the current day. Accessing information is as quick as clicking on an icon.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Note: none of this is any different than what I do when running one character in a single adventure. </span></span></p><p> </p><p></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">This is partially true. The pace of our campaign is, without question, slower than a typical four or five person party. Whether this is a feature or a bug depends on the individual, of course. For us, it is most certainly a feature.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">However, this method of gaming does not require more crammed into a given session nor does it necessarily require more sessions. Characters can freely retire at natural points in their adventuring career. The natural course of this style of campaigning starts with each player controlling many characters and then, as time passes, character death and character retirement pushes the campaign toward a more traditional one player/one character set-up. The difference is, should a character die, it is quite easy to bring another out of retirement and have him fit naturally into the narrative.</span></span></p><p> </p><p>Edit: It also allows us to continue adventuring within the same campaign should one player not be able to make the current session. For example, if we know Ryan is unable to play this Sunday, the rest of us can continue with another group of characters without disrupting the adventure that Ryan is participating in. Since we are interacting in the same campaign world, though, we are still able to advance the narrative of the campaign.</p><p> </p><p></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">As I said above, we only play for five hours every other Sunday. From what I gather, that is less D&D than many (most?) posters here claim to play. I'm not sure why it would be neccesary to play this style of campaign 24/7. </span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">While it may be true that there may be some players that cannot handle playing more than one PC at a time, my experience tells me most D&D players are quite capable of multitasking. Individual DMs need to know what works best with their own players. If they have players that cannot handle this sort of game then they should not partake. However, I have run these campaigns very successfully with players who were pretty darn green.</span></span></p><p> </p><p></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'"><a href="http://www.mythic.wordpr.com/page9/page9.html" target="_blank">Mythic: Game Master Emulator</a> is your best friend. Once you become skilled in the use of its system, pushing out content is very easy. The key is good note taking. </span></span></p><p> </p><p></p><p> </p><p><span style="color: white"><span style="font-family: 'Verdana'">Really, it is not that difficult; nor is it that time consuming. </span></span></p></blockquote><p></p>
[QUOTE="Jacob Marley, post: 5810476, member: 89537"] [COLOR=white][FONT=Verdana]I am currently playing in a campaign in which each player controls multiple characters. I have four. The campaign uses 3rd Edition D&D rules. I have also DM'd such campaigns.[/FONT][/COLOR] [COLOR=white][FONT=Verdana][/FONT][/COLOR] [COLOR=white][FONT=Verdana]We play in five hour sessions every other Sunday afternoon. Keeping track of information is actually quite easy. Each character has his/her own folder (we all use laptops so it is very easy to organize information), within that folder is the character sheet, a list of NPCs that the character has interacted with, a list of quests/goals that the character is pursuing, a map of the area the character is in, and a calendar tracking the current day. Accessing information is as quick as clicking on an icon.[/FONT][/COLOR] [COLOR=white][FONT=Verdana]Note: none of this is any different than what I do when running one character in a single adventure. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][/FONT][/COLOR] [COLOR=white][FONT=Verdana]This is partially true. The pace of our campaign is, without question, slower than a typical four or five person party. Whether this is a feature or a bug depends on the individual, of course. For us, it is most certainly a feature.[/FONT][/COLOR] [COLOR=white][FONT=Verdana]However, this method of gaming does not require more crammed into a given session nor does it necessarily require more sessions. Characters can freely retire at natural points in their adventuring career. The natural course of this style of campaigning starts with each player controlling many characters and then, as time passes, character death and character retirement pushes the campaign toward a more traditional one player/one character set-up. The difference is, should a character die, it is quite easy to bring another out of retirement and have him fit naturally into the narrative.[/FONT][/COLOR] Edit: It also allows us to continue adventuring within the same campaign should one player not be able to make the current session. For example, if we know Ryan is unable to play this Sunday, the rest of us can continue with another group of characters without disrupting the adventure that Ryan is participating in. Since we are interacting in the same campaign world, though, we are still able to advance the narrative of the campaign. [COLOR=white][FONT=Verdana][/FONT][/COLOR] [COLOR=white][FONT=Verdana]As I said above, we only play for five hours every other Sunday. From what I gather, that is less D&D than many (most?) posters here claim to play. I'm not sure why it would be neccesary to play this style of campaign 24/7. [/FONT][/COLOR] [COLOR=white][FONT=Verdana]While it may be true that there may be some players that cannot handle playing more than one PC at a time, my experience tells me most D&D players are quite capable of multitasking. Individual DMs need to know what works best with their own players. If they have players that cannot handle this sort of game then they should not partake. However, I have run these campaigns very successfully with players who were pretty darn green.[/FONT][/COLOR] [COLOR=white][FONT=Verdana][/FONT][/COLOR] [COLOR=white][FONT=Verdana][URL="http://www.mythic.wordpr.com/page9/page9.html"]Mythic: Game Master Emulator[/URL] is your best friend. Once you become skilled in the use of its system, pushing out content is very easy. The key is good note taking. [/FONT][/COLOR] [COLOR=white][FONT=Verdana][/FONT][/COLOR] [COLOR=white][FONT=Verdana]Really, it is not that difficult; nor is it that time consuming. [/FONT][/COLOR] [/QUOTE]
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