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Splitting Up Your Party (Intentionally)
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<blockquote data-quote="weem" data-source="post: 4733925" data-attributes="member: 9470"><p>Hmmm... I've tried answering this a few times but I blabber on and on, hehe. I think I simply don't have enough details here as to the situation and how they will come into it.</p><p></p><p>Yes, I am splitting them up (determining they will split up). When they learn what they are about to learn, they will be asked to split up to accomplish many tasks at once in the limited amount of time there is... they will listen to this NPC... consider it a long skill challenge. Nothing says they have to succeed at these individual tasks/quests - their individual outcomes will play a role in the story though.</p><p></p><p>It's worth noting as well that I mentioned this idea to the players some time ago and all of them were VERY into it (I kept it general/hypothetical so as not to give anything away). It's not something I would be doing if even one of them was not into the idea.</p><p></p><p>With that said, if at the last minute they wanted to pair up, or go all as one on one of the particular tasks/quests (maybe they feel one is more important than all the others), that would be fine. But, each of the 'path' options relate specifically to each of the players with regards to their backgrounds, contacts, etc - so it would be a tough decision to make to skip your path.</p><p></p><p>To give you an idea of what I'm I'm thinking, the things that could be asked of them might be... </p><p></p><p><em>"[Fighter], you have been in contact with your clan as they rebuild their ranks... might they come to our aid? [Cleric], your clergy has helped in the past... could you convince them to retake the fort at [wherever] from the undead? It would weaken this threat greatly. [Wizard], the Seekers who have accompanied you all here are heading back to their place of study... is it possible you could help them discover a weakness of this threat?"</em></p><p></p><p>Anyway, my players will really be into this I'm sure - and the sessions that will revolve around each of those paths will not be predetermined. They will have encounters, skill challenges, etc the outcomes of which won't be known to me until the players complete them.</p><p></p><p>I did intend on hand-waving their return from these quests so they arrive at the same time(ish). If the fighter takes 1 week (ingame time) and the wizard 9 days (ingame time), I'm not going to worry about it -- but if they as players want to push things farther (2 weeks or more, etC), they will do so with the understanding that they will be late in returning to meet back up with the others... which is up to them.</p><p></p><p>Anyway, hope that clarifies things - I'm really looking forward to it!</p></blockquote><p></p>
[QUOTE="weem, post: 4733925, member: 9470"] Hmmm... I've tried answering this a few times but I blabber on and on, hehe. I think I simply don't have enough details here as to the situation and how they will come into it. Yes, I am splitting them up (determining they will split up). When they learn what they are about to learn, they will be asked to split up to accomplish many tasks at once in the limited amount of time there is... they will listen to this NPC... consider it a long skill challenge. Nothing says they have to succeed at these individual tasks/quests - their individual outcomes will play a role in the story though. It's worth noting as well that I mentioned this idea to the players some time ago and all of them were VERY into it (I kept it general/hypothetical so as not to give anything away). It's not something I would be doing if even one of them was not into the idea. With that said, if at the last minute they wanted to pair up, or go all as one on one of the particular tasks/quests (maybe they feel one is more important than all the others), that would be fine. But, each of the 'path' options relate specifically to each of the players with regards to their backgrounds, contacts, etc - so it would be a tough decision to make to skip your path. To give you an idea of what I'm I'm thinking, the things that could be asked of them might be... [I]"[Fighter], you have been in contact with your clan as they rebuild their ranks... might they come to our aid? [Cleric], your clergy has helped in the past... could you convince them to retake the fort at [wherever] from the undead? It would weaken this threat greatly. [Wizard], the Seekers who have accompanied you all here are heading back to their place of study... is it possible you could help them discover a weakness of this threat?"[/I] Anyway, my players will really be into this I'm sure - and the sessions that will revolve around each of those paths will not be predetermined. They will have encounters, skill challenges, etc the outcomes of which won't be known to me until the players complete them. I did intend on hand-waving their return from these quests so they arrive at the same time(ish). If the fighter takes 1 week (ingame time) and the wizard 9 days (ingame time), I'm not going to worry about it -- but if they as players want to push things farther (2 weeks or more, etC), they will do so with the understanding that they will be late in returning to meet back up with the others... which is up to them. Anyway, hope that clarifies things - I'm really looking forward to it! [/QUOTE]
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