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<blockquote data-quote="dray" data-source="post: 5533198" data-attributes="member: 6674869"><p>Our group sits at around 11 players, and our DM has long since decided to split the group into two parties. What often happens is that there will be one overarching quest (we had to infiltrate each of five or six temples in order to gain the items and knowledge required to defeat the final temple and gain an audience with a god, for example) and our DM had each party go to a different temple, where a co-DM would run the second group.</p><p></p><p>Sometimes we would be split into two groups in such a way that we were in the same-ish area, but were responsible for fulfilling different tasks: one group would be battling a particularly tricky monster while the second group would be racing through a trapped puzzle that would save their own lives and help to vanquish the monster in the next room. In these cases, the DM and co-DM would often just shout back and forth to one another any status changes that affected the other group.</p><p></p><p>More recently, our DM has made an overmap of his world, and some of the co-DM's have stepped up to be responsible for an entire continent. While the DM leads one group through a story-based campaign, the co-DM gets to try his or her hand at managing a smaller campaign. The general story is still loosely tied together (right now we're seeking different and rare parts for our characters' air ship all across the world) but the players are not required to stay in one group from week to week.</p><p></p><p>Generally speaking, our group is pretty laid back, so we'll determine if our group has a decent ratio of people playing defenders vs. leaders vs. strikers vs. controllers and go from there. Players can decide if they want to be on the same side from week to week (usually we want to see how the story ends, so we stay!) but there have been times when we've been debating about how to divide up and a player will say, "glasses vs no glasses!" or "boys vs girls!" and things surprisingly tend to work out!</p><p></p><p>All in all, if you go with splitting a party up, dropping a tie-in between what the two parties are doing (even if it's pretty thin) will help to keep the game working. We <em>have</em> had to sacrifice the believableness for when characters show up if players haven't been around for a few weeks, or if someone switches groups, but our DM's tend to make some amusing rejoinder or other to loosely tie that in.</p><p></p><p>Good luck! I hope that you manage to find a tenable solution!</p></blockquote><p></p>
[QUOTE="dray, post: 5533198, member: 6674869"] Our group sits at around 11 players, and our DM has long since decided to split the group into two parties. What often happens is that there will be one overarching quest (we had to infiltrate each of five or six temples in order to gain the items and knowledge required to defeat the final temple and gain an audience with a god, for example) and our DM had each party go to a different temple, where a co-DM would run the second group. Sometimes we would be split into two groups in such a way that we were in the same-ish area, but were responsible for fulfilling different tasks: one group would be battling a particularly tricky monster while the second group would be racing through a trapped puzzle that would save their own lives and help to vanquish the monster in the next room. In these cases, the DM and co-DM would often just shout back and forth to one another any status changes that affected the other group. More recently, our DM has made an overmap of his world, and some of the co-DM's have stepped up to be responsible for an entire continent. While the DM leads one group through a story-based campaign, the co-DM gets to try his or her hand at managing a smaller campaign. The general story is still loosely tied together (right now we're seeking different and rare parts for our characters' air ship all across the world) but the players are not required to stay in one group from week to week. Generally speaking, our group is pretty laid back, so we'll determine if our group has a decent ratio of people playing defenders vs. leaders vs. strikers vs. controllers and go from there. Players can decide if they want to be on the same side from week to week (usually we want to see how the story ends, so we stay!) but there have been times when we've been debating about how to divide up and a player will say, "glasses vs no glasses!" or "boys vs girls!" and things surprisingly tend to work out! All in all, if you go with splitting a party up, dropping a tie-in between what the two parties are doing (even if it's pretty thin) will help to keep the game working. We [i]have[/i] had to sacrifice the believableness for when characters show up if players haven't been around for a few weeks, or if someone switches groups, but our DM's tend to make some amusing rejoinder or other to loosely tie that in. Good luck! I hope that you manage to find a tenable solution! [/QUOTE]
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