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<blockquote data-quote="MostlyDm" data-source="post: 6843698" data-attributes="member: 6788973"><p>I think it's good for the players to have characters with varying levels of importance and plot centrality... But they should all be "real". </p><p></p><p>Splitting them up frequently is definitely a good way to handle them as well. In the game I'm running they currently control two different nations on two different parts of the map, a small mine in a third location, and have a vested interest in maintaining counterintelligence efforts in a hostile empire. </p><p></p><p>Not to mention that they are trying to secure new trade deals with far flung neighbors, negotiate permission with several kingdoms so that they can build a system of Beacons between their holdings, and locate a serious enemy who has gone into hiding. </p><p></p><p>They aren't always pursuing all these goals simultaneously. But with at least 7 characters per person they can afford to split their attention quite a bit.</p></blockquote><p></p>
[QUOTE="MostlyDm, post: 6843698, member: 6788973"] I think it's good for the players to have characters with varying levels of importance and plot centrality... But they should all be "real". Splitting them up frequently is definitely a good way to handle them as well. In the game I'm running they currently control two different nations on two different parts of the map, a small mine in a third location, and have a vested interest in maintaining counterintelligence efforts in a hostile empire. Not to mention that they are trying to secure new trade deals with far flung neighbors, negotiate permission with several kingdoms so that they can build a system of Beacons between their holdings, and locate a serious enemy who has gone into hiding. They aren't always pursuing all these goals simultaneously. But with at least 7 characters per person they can afford to split their attention quite a bit. [/QUOTE]
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