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Running two games from the one story
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<blockquote data-quote="Lanefan" data-source="post: 3061904" data-attributes="member: 29398"><p>Allow and maybe even encourage player transfer between the two groups every now and then...it keeps things fresh...let the PC's jump from one party to the other with their players. Any time the parties meet, or are both in town at the same time, works for this.</p><p></p><p>Well, maybe I'm lucky, but I've been doing exactly this in Riveria for the last about 8 years (before that, it was a single-party game) - both parties represent the same adventuring Company with the same base, etc.; the actions of one can and sometimes do affect the other; sometimes the two parties will be working on the same storyline without realizing it, and so on.</p><p></p><p>The hardest part...and I mean the *hardest* part...is keeping the two groups at something like the same in-game time, or at least within a month or two. If they get too far separated in time, co-ordination of anything becomes hopeless and you might as well run two separate campaigns. Also, if they're somewhat close in time, every now and then you can have them get together for some mass affair - the last time I did this was when their Keep got attacked - it gets a bit hairy running a session with 10 players, about 30 PC's (many retired PC's were at the Keep and thus involved in this), and a horde of attackers, but it worked out.</p><p></p><p>What's also fun is being able to introduce a story element in one party, then have the other party be the ones who have to do something with/about it...example: Party A finds the Crown of Tregotha during an adventure but has no idea what to do with it; Party B learns the Crown's significance but doesn't have the Crown; meanwhile Party A has left the Crown at the Company's base for later perusal and gone off on a different adventure, Party B stumble on to the Crown once back at base and hie themselves off on an adventure to place it on the head of its rightful owner the Dead King of Waterland, etc., etc. Hard to co-ordinate sometimes, but well worth the effort! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3061904, member: 29398"] Allow and maybe even encourage player transfer between the two groups every now and then...it keeps things fresh...let the PC's jump from one party to the other with their players. Any time the parties meet, or are both in town at the same time, works for this. Well, maybe I'm lucky, but I've been doing exactly this in Riveria for the last about 8 years (before that, it was a single-party game) - both parties represent the same adventuring Company with the same base, etc.; the actions of one can and sometimes do affect the other; sometimes the two parties will be working on the same storyline without realizing it, and so on. The hardest part...and I mean the *hardest* part...is keeping the two groups at something like the same in-game time, or at least within a month or two. If they get too far separated in time, co-ordination of anything becomes hopeless and you might as well run two separate campaigns. Also, if they're somewhat close in time, every now and then you can have them get together for some mass affair - the last time I did this was when their Keep got attacked - it gets a bit hairy running a session with 10 players, about 30 PC's (many retired PC's were at the Keep and thus involved in this), and a horde of attackers, but it worked out. What's also fun is being able to introduce a story element in one party, then have the other party be the ones who have to do something with/about it...example: Party A finds the Crown of Tregotha during an adventure but has no idea what to do with it; Party B learns the Crown's significance but doesn't have the Crown; meanwhile Party A has left the Crown at the Company's base for later perusal and gone off on a different adventure, Party B stumble on to the Crown once back at base and hie themselves off on an adventure to place it on the head of its rightful owner the Dead King of Waterland, etc., etc. Hard to co-ordinate sometimes, but well worth the effort! :) Lanefan [/QUOTE]
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