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Topic: PC interaction and party split-ups
Started by: Matt Wilson
Started on: 5/22/2003
Board: RPG Theory


On 5/22/2003 at 4:30pm, Matt Wilson wrote:
PC interaction and party split-ups

I was just reminded of this thing in Trollbabe where you can have your 'babe start anywhere on the map, and so the whole adventure - or maybe even series of adventures - can pass without the characters ever interacting.

The experiences I've had with that sort of play - it also happened in the game of The Pool that I played in, up until the end - tell me that it's not my preference. I like my guys to be able to talk to the other guys.

What I'm wondering is where that preference lies in the scheme of things. Part of it is about communication period. This sort of play strikes me as having the strongest lines of communication between player(GM) and player(PC), and less so between player(PC) and player(PC). Some of that I would guess is about administrating the participation of players who aren't directly involved in the current scene.

But some of it for me is about the opportunity to communicate with the other players in multiple stances. I like being able to play a character communicating with other characters, and if they're all controlled by the GM, I get less variety.

So, this is kind of a weird question, but what does that mean? I don't mean for it to be a "hey, analyze me" post, but I figure that if I understand what I like, it'll help me create rules or whatever that best fit "how Matt likes his gamin'" and maybe someone else will dig it too.

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On 5/22/2003 at 4:53pm, Jack Spencer Jr wrote:
Re: PC interaction and party split-ups

I, personally, am sick of the party mentality. "Keep the party together" "Never split up the party" It feels like a literal, rotting albatross around my neck. However in many games, it is pure folly to go off by yourself and some GM's take offense to this because you *should* stay with the party. My friend was running D&D3e for a bit and had a player with multiple problems but one problem was he was always going off to the temple of his god. My friend eventually stopped playing this out with the guy and just said "OK, so you're at your temple," and that was it. He told me about it and said, quote, if you can't stay with the party, you don't get any screen time, end quote.

I have nothing against PC interaction, but forcing the issue with this that it effects you when watching movies & stuff. (Rented Ghost Ship and at one point the wife said "don't split up the party") I just find this wrong, really. Wrong in some kind of life lesson kind of way as well as "the party seems forced" kind of way.

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On 5/22/2003 at 5:16pm, C. Edwards wrote:
RE: PC interaction and party split-ups

Hey Matt,

A Trollbabe can also appear in any scene pretty much regardless of where they were in the last scene. Only a minimal amount of explanation of "hey, how did you get here?" is required. This allows for some really interesting situations, last second rescues, surprise attacks, etc.

-Chris

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On 5/22/2003 at 6:52pm, clehrich wrote:
RE: PC interaction and party split-ups

I think Matt makes some good points about party play, notably the desire to interact with other players in multiple modes and Stances. I also think Jack makes a good point about what happens when this is taken to extremes.¹ I just want to point out that this is all a question of spectrum, and has a lot to do with what the GM and the group think the game is about, i.e. Social Contract.

Let's face it, if you're trying to run a CoC game, it's very helpful if the players agree not to have their PCs suddenly decide -- as any remotely sane people would -- to pick up stakes and move to Nebraska and become CPAs and never, never think about anything odd or unusual again. If half the group does this, the game is pretty much over.

On the other extreme, punishing people for splitting the party is not reasonable behavior unless it's clear, at a social contract level, that this is really unacceptable behavior.

Since Jack has made the point about when such punishment is not reasonable, here's an example of the opposite end. The party decides, in a Star Trek-like game,² that we're all beaming down to the surface to go do X. During the discussion of the plan, one player/PC held out for doing Y instead. So when we all beam down, that PC leaps out of the transporter before he can be beamed down, and then goes off and does his own thing. The GM now has to try to run two quite different games, and the player has now also set up a competition: who can win first? Furthermore, by doing this he has undermined the whole point of the discussion (which had taken some time and some heat) and made clear that he wants to do whatever he likes regardless of anyone else -- at a player level. This behavior should have been punished; my preference would be for that PC to be captured and for the rest of us to have to rescue him. A similar phenomenon came up in an Actual Play discussion recently, where there was a player who wanted to be a psychotic over-armed Navy SEAL, and who essentially didn't give a damn what anyone else did: he just did his thing and expected everyone else either to follow along or watch from the sidelines. Party disunity to such a degree is simply not acceptable.

I think it's really important in game design and campaign design to set limits on the sorts of party unity that are involved, and then expect people to accept this or debate it at the outset. It sounds like Multiverser doesn't do parties at all; so long as that's clear, nobody feels like a failure for not cooperating. A fairly traditional Star Trek sort of game, however, would expect that party unity be respected, whether or not this involved occasionally physically splitting them up. That is, you can beam down to the surface alone, but it should be a pretty big plot point if you do so without letting anybody know. Shadows in the Fog tries to play off this conception of a party by assuming that the gang will stick together, but that this may or may not mean they trust each other -- or can trust each other. My hope is that people will stick together at least partly because they want to find out how to use each other, not because they get along. And by running things Soap-Opera style, they also get to do things alone without that being a pain for the GM or an issue of "me me me."

Chris



1. Although I do wonder in what circumstances he discovered what it feels like to have a rotting albatross around his neck, but that's another story. :)

2. Yes, this is a real example, but a lot is changed to protect the innocent and the guilty alike.

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On 5/22/2003 at 6:56pm, Cassidy wrote:
RE: PC interaction and party split-ups

Depending on the game there may often be very valid reasons for the characters wandering off and doing stuff seperately. Characters aren't joined at the hip after all.

Quite often I find characters split off into two (and sometimes three) groups, each group doing their own thing. That's cool, makes for some dynamic play at times as the GM switches back and forth from group to group.

Maximizing player participation is the key Matt; keep the players involved in play even if their character is not. One easy way to do that is by letting players assume the role of NPCs in scenes that don't involve their main characters.

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On 5/22/2003 at 7:08pm, Matt Wilson wrote:
RE: PC interaction and party split-ups

I'm not understanding some of these replies. I wasn't saying that splitting the party is bad or good or should never happen or should always happen. I just don't like it, and said why, and wondered what that means in terms of game theory. Is is social contract? a stance issue? Something related to G/N/S?

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On 5/22/2003 at 7:19pm, Ron Edwards wrote:
RE: PC interaction and party split-ups

Hi Matt,

There's the trouble - you haven't posed anything specific to discuss beyond your own value judgment:

I just don't like it, and said why,


... which can't be discussed in terms of anything at all. People can offer their contrasting judgments, as Jack did, or offer "why that judgment might be hasty," as Chris did, but that's all. Your "why," which is to say, communicating with other players via multiple stances, is nifty, but it's not really an explanation or analysis.

and wondered what that means in terms of game theory.


As a preference, nothing. It can't "mean" anything beyond your particular chosen sub-set of the potential multivariate space of the hobby.

That's why you're not understanding the replies - we have nothing to say if all you're offering is "here's my thing." The only possible response is "glad to hear it," and to be done.

Best,
Ron

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On 5/22/2003 at 7:23pm, Bankuei wrote:
RE: PC interaction and party split-ups

Hi Matt,

Here's some food for thought:

The game is run by a group of people. Traditionally, the players have input into the game via character. Hence, all interactions with the group are divided into "in character" and "out of character". Out of character occurs all the time, regardless. Its plain and basic socializing. In character, only happens during play, with the provision that the characters involved can plausibly interact(face to face, over communication system, psychically, whatever).

So, when the party is split, the players, in character, are only interacting with the GM, not with each other. In terms of ball passing, the ball is passed to the GM, GM passes to player, player to GM, GM to next player, etc. You never get player to player ball passing because in game, they are prevented from interacting with each other.

Consider the various times that players deliberately set up lines for another player to drop the punchline via character. The fun sorts of interactions that make for good entertainment. The group is there to interact with each other as a group, not to interact with just one person, it seems natural that you'd want some in-game interaction to go with the out of game kibbitzing.

Just my 2 cents,

Chris

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On 5/22/2003 at 9:19pm, Mike Holmes wrote:
RE: PC interaction and party split-ups

Let's assume that what you want is a high level of player interaction, almost constant in terms of the characters being together, but not the artificiality of the "party" metagame structure (am I close?).

If so, then my suggestions are to have mechanics that encourage players staying together for in-game reasons. For example, play Hero Wars, with characters designed with relationship Abilities between the characters. That goes a long way.

The other obvous tactic is to have the game be about something that would rarely require splitting up. Most Mission style games do this. InSpectres, for example. Paranoia doubles up by not only making it about missions, but giving the characters a really strong reason to remain on the mission (not being turned into a thick yellow paste).

To a large extent these are just examples of the principles Chris (Lehric) is talking aobut above.

Mike

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On 5/22/2003 at 11:17pm, Ben Morgan wrote:
RE: PC interaction and party split-ups

In my expeience, the problems I've seen with PCs splitting up has not come solely from the GM, but from all the players. The root of the problem seems to be one of timing and attention span.

In the group I was in previously, it was not uncommon that the party would split up, and the GM would focus on one group at a time, for what usually amounted to an hour or more at a time. During this time, anyone whose PC was not currently active was basically not allowed to participate, because "You're not there!" It didn't help that the GM had no real concept of scene framing (or even the purpose of scenes in general), and "skipping ahead" was admanatly frowned upon. It was also not uncommon for inactive players to start picking up other books, firing up Diablo, taking a nap.

When I put my current group together, I decided that I didn't ever want any of those things to happen. I made it a point that when the group is not together, I keep very careful track of how long I'm taking with each subgroup. Five to ten minutes seems to be working a lot better. I also don't smack people down for shouting out suggestions OOC, because I'm an advocate of audience stance, and anything that enhances the group's enjoyment of the game is a Good Thing. I put all of these things in big letters across the top of all my game notes now.

In short, yes, this is a social contract issue.

-- Ben

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On 5/23/2003 at 2:25am, Bankuei wrote:
RE: PC interaction and party split-ups

Hi Ben,

You know, on that point, I just realized that if the major avenue of power for players is through characters, having all the characters in one spot limits what can be affected, but also, as you said, allows the players to have the ability to "get a turn" in the action, instead of sitting around, waiting for the GM to frame them into scene.

Chris

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On 5/23/2003 at 3:26am, M. J. Young wrote:
RE: PC interaction and party split-ups

Permit me to clarify this

in response to what Chris Lehrich wrote: It sounds like Multiverser doesn't do parties at all; so long as that's clear, nobody feels like a failure for not cooperating.

It would be more accurate to say that Multiverser doesn't care whether characters work together or not. If the players want to form a party, the game supports that; if they want to ignore each other, the game supports that. At times (when the players are brought into the same world) it tends to support working together (scriff sense which alerts them to the presence and direction of each other; advantages of learning from each other; effects of being on the same time line). At other times it makes working together more difficult, such as being thrown into different worlds--but even here, the game has mechanics in place by which the player characters can decide to stay together, as long as they're willing to say, "if he dies, I go with him". So you can do the party thing if you want; most players, in my experience, tend away from that. They like having autonomy.

Focusing toward Matt's question, well, in the scheme of things it suggests that you really like character interaction. It also suggests that your usual referees aren't up to the task of providing interesting character interaction with multiple non-player characters. I have no problem with players giving suggestions to other players when their characters aren't in the same scene, as long as it's not in a situation in which coordination of character actions is an issue. That is, my caveat addresses those situations in which it will work if Bob does A and Bill does B, so Bob wants to tell Bill what to do even though Bob's character could not tell Bill's character. Even then, I'd sometimes allow it, but I think it's much more fun if Bill can figure out what it is that Bob wants him to do without a word about it. Otherwise, if Bob is only trying to help Bill play "better" in some sense, I've no problem with that.

But I'm on the same page as you about character interaction. I like that aspect of play.

In fact, in our earliest games, several players had two or more characters (because the gaming group started very small and the party had to be a bit larger than the group), and I became very fond of watching the interactions between characters run by the same player. I love character interactions when they happen. I love seeing characters become emotionally involved with other characters. I'm told its a simulationist exploration of character issue, and I think that might be right.

Is that what you're seeking?

--M. J. Young

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On 5/23/2003 at 4:19am, Brian Leybourne wrote:
RE: PC interaction and party split-ups

I think some games permit/encourage character separation more than others as well.

If you're playing D&D, in general you tend to move about in a party.

If you're playing Amber, in general characters tend to split off and do their own thing, getting back together now and then and splitting off again.

That's IME anyway. Of course, it's easier in Amber because although characters might be a million universes separated from each other, they're only a trump call away (and because time differs from shadow to shadow you don't have to stress too much about how long one person has been out of contact with another when one calls the other).

So it's a social contract, but it's also influenced by the game and the style of game the players want.

Brian.

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On 5/23/2003 at 8:35pm, damion wrote:
RE: PC interaction and party split-ups

I think this is partly a player proactivity/protagonism issue, basicly, how much can a player do that is important to the story without the GM's gaze?

If players have bought in, their characthers can talk among them selves and I've seen important
results come out of this, also for games with high planning/bookkeeping players can perform those functions while the group is split.

At a system level this basicly means minimal GM involvement should be needed to resolve actions that arn't 'in focus'. Thus 'out-of-focus' players can do stuff, and then grab the GM's attention for a simple resolution.
This is partially a social contract thing, i.e trust and partially a system thing. A DnD 20th level fighter can't say, go rough up the guy who harrassed his sister, without GM focus because this involves the combat system(and many die rolls).

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On 5/24/2003 at 12:33am, John Kim wrote:
RE: PC interaction and party split-ups

clehrich wrote: Since Jack has made the point about when such punishment is not reasonable, here's an example of the opposite end. The party decides, in a Star Trek-like game, that we're all beaming down to the surface to go do X. During the discussion of the plan, one player/PC held out for doing Y instead. So when we all beam down, that PC leaps out of the transporter before he can be beamed down, and then goes off and does his own thing. The GM now has to try to run two quite different games, and the player has now also set up a competition: who can win first? Furthermore, by doing this he has undermined the whole point of the discussion (which had taken some time and some heat) and made clear that he wants to do whatever he likes regardless of anyone else -- at a player level. This behavior should have been punished...

Hey, wait, that's me. :-) Well, at least, it sounds like things which my characters have sometimes done. I have been seen as a difficult player at times because my character will sometimes go off and do things with no regard for the meta-game consequences. On the other hand, I think I am fairly tolerant of a number of meta-game issues like not being in the scene for a while.

As an anecdote on this, there was a point in a Victorian campaign where my character (a brutish inspector named Grimmond) was absolutely furious with another PC -- whom he believed was endandering everyone with his magical babbling. Anyhow, he punched out Hayward and then dragged him along tied up. The funny thing is, that I and Hayward's player Jim seemed to be pretty OK with this -- while some of the other players were much more upset.

I think the lesson is that you just really need to consider the allowed/expected PC interactions as part of your social contract.

damion wrote: I think this is partly a player proactivity/protagonism issue, basicly, how much can a player do that is important to the story without the GM's gaze?

If players have bought in, their characthers can talk among them selves and I've seen important results come out of this, also for games with high planning/bookkeeping players can perform those functions while the group is split.

It seems to me that there are a number of other issues at work here.

1) How intense is the game expected to be?

It is actually not a priori bad if everyone is not constantly focussed on the game. Most players regard it as a horrendous failure if someone reads a book or such during the game, but in principle there is nothing inherently wrong with this. My current group is actually less focussed than some past ones, in that we will regularly take breaks, chat, joke, and so forth. I don't take it as a sign of failure that we have some out-of-game talk, though I certainly had concerns about it earlier in the campaign. I've gotten used to it more. One factor may be that we have learned to live with my 3-year-old son occaisionally wandering in. He's usually pretty good, but

2) How interested are the players in watching each others' actions?

Some players don't mind so much not having input for stretches, as long as the action is interesting, and I get my turn in. There are some things which help with this -- it helps if everyones actions are interrelated some (so there are lessons for player A in what player B is doing), and of course if the events themselves are entertaining.

My campaign has actually been shifting away from unified group action to more alternating action. For example, there was the scene from last session where Hallgerd went to hit on the Earl's brother Hring basically in front of his wife. I don't think anyone much minded that this was just Liz and the GM for a little while. On the other hand, I do try to get in at least 2 or 3 players on a given scene.

3) Do the players have input besides their character?

For example, in my campaign we are using Whimsy Cards. This means that a player can have input onto the storyline even though their PC isn't present.

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On 5/24/2003 at 5:13am, Emmett wrote:
RE: PC interaction and party split-ups

Mr. Morgan and Mr. Kim stated what My inital reaction was to this post, so I'll suggest a way that players might be encouraged to split up, but it would take some story juggleing from the GM.

Say you're gaming with six people. Four of the players want to go in direction x and two want to go in direction y. The GM takes a guess at which path will either take longer or reveal less of the story and then allows the two players going in direction y to go first. This deturmination could be based on the idea that two are likely not as good as four and therefore going to be less effective (which might not be the case for the two most powerful PCs going it alone).

The GM then conscripts the idle players to control either individual NPCs or groups of NPCs each. The "idle" players then do what the NPC would do. If the NPC is a combatant, they fight the PCs, If they are a bartender, they talk with the PC, maybe the GM could slip notes on things the bartender might know and the "idle" would act it out.

It would take a lot of effort though to go back to the other group and then play, pretending that you didn't just do all that. "You were trying to kill my character!" says player A. "I was supposed to, I was a dragon and you were trying to steal my gold!" player B retorts. Althouth player B is correct, many players would still take offence and I think it would fracture any hope of the group playing as a team or party later on. What would be worse is PC A walking up to PC B and killing him for no reason as far as the game is concerned.

That would have to be addressed in some kind of social contract, or somehow be incorporated into the game so that the Players, not the PCs expect and accept it. At that point the players are likely to work better in competition than co-operation.

In addition, how would you get the player to act not in his/her own interest. Basically the NPCs would start running up to the PC and being nice to them all the time, so the player would return the favor.

Maybe this needs it's own thread . . .

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On 5/24/2003 at 5:36am, clehrich wrote:
RE: PC interaction and party split-ups

Emmett,

I tried to propose a social contract and play session structure for this in my little essay on Soap Operas. Does that help at all? Or is this not what you're looking for?

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On 5/24/2003 at 5:50am, Jack Spencer Jr wrote:
RE: PC interaction and party split-ups

clehrich wrote: 1. Although I do wonder in what circumstances he discovered what it feels like to have a rotting albatross around his neck, but that's another story. :)

ahem,... perhaps that was a bit of overstatement, but I had just been wrestling with this whole party mentality for a while now. "Don't split up the party." Why? and the only solid answer is combat considerations. Bah!

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On 5/24/2003 at 6:12am, John Kim wrote:
RE: PC interaction and party split-ups

clehrich wrote: I tried to propose a social contract and play session structure for this in my little essay on Soap Operas. Does that help at all? Or is this not what you're looking for?

Oops. Chris -- I'm going away for a week shortly, and I don't have time for a full report. However, I've been using your soap opera suggestions now for three sessions in my Vinland game. Very briefly -- the first session went great. The second session I think I was trying to hard to intercut the storylines "properly", and it came across as micromanagement. The third session I went more with what the players wanted for cutting, and it worked much better. I'll give a more complete write-up when I get back from vacation.

Emmett wrote: It would take a lot of effort though to go back to the other group and then play, pretending that you didn't just do all that. "You were trying to kill my character!" says player A. "I was supposed to, I was a dragon and you were trying to steal my gold!" player B retorts. Althouth player B is correct, many players would still take offence and I think it would fracture any hope of the group playing as a team or party later on.

Hmm. It certainly hasn't happened in my game, but then I guess I don't have the sort of players who would take offence. On the other hand, in general I would say they aren't team players. They will work together at times, but they can also be at odds with each other -- such as Kjartan's rivalry with his uncle Poul (both PCs), which two sessions ago spontaneous broke out into a fight.

I guess the short answer is, don't expect them to work as a team. That was certainly my main motivation for going with the soap opera structure. It was feeling increasingly contrived for all of the PCs to go together on an expedition. They each started to have their own lives, which is a good thing in the sense that they were blossoming as characters, but a bad thing for plot devices to bring them all together. It's not totally impossible for them to work as a team now, but it isn't required for the game to be fun.

Emmett wrote: In addition, how would you get the player to act not in his/her own interest. Basically the NPCs would start running up to the PC and being nice to them all the time, so the player would return the favor.

Well, the above makes it sound pretty blatant, which I doubt would happen in a reasonably functional group. However, there certainly may be a tendency to slide in this direction. What I did in my Vinland game was that instead of having the players play one-off NPCs, they have "alternate PCs" who are continuing characters. The alternate PCs have goals of their own which may clash with the PCs goals. For example, Katrina (Jim's alternate PC) had designs on marrying Melnir, but he ended up proposing to Silksif (Heather's original PC). The player thus has an investment in the alternate PC, and wants her to succeed.

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On 5/24/2003 at 6:40am, clehrich wrote:
RE: PC interaction and party split-ups

John Kim wrote:
clehrich wrote: I tried to propose a social contract and play session structure for this in my little essay on Soap Operas. Does that help at all? Or is this not what you're looking for?

Oops. Chris -- I'm going away for a week shortly, and I don't have time for a full report.

Tease. :)

I guess the short answer is, don't expect them to work as a team. That was certainly my main motivation for going with the soap opera structure. It was feeling increasingly contrived for all of the PCs to go together on an expedition. They each started to have their own lives, which is a good thing in the sense that they were blossoming as characters, but a bad thing for plot devices to bring them all together. It's not totally impossible for them to work as a team now, but it isn't required for the game to be fun.

Yes, I think this is the central point. You either have everyone decide to do Party Line more or less at the Social Contract level, or you have to face the fact that they're not going to be a party all the time. Then you either railroad them into being a party, beat your head against them not being a party, or intercut and have everyone have something to do while they're not on-screen, as it were.

Hey M.J., in Multiverser, what do the other players do when one player is alone in world X?

Chris

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On 5/24/2003 at 6:49am, cruciel wrote:
RE: PC interaction and party split-ups

Jack Spencer Jr wrote: ahem,... perhaps that was a bit of overstatement, but I had just been wrestling with this whole party mentality for a while now. "Don't split up the party." Why? and the only solid answer is combat considerations. Bah!


Well, I can think of a couple other non-combat reasons.

In an heavy Actor stance Open Play sort of mystery story the game can slow down in the middle clue-gathering phase. Different groups of characters may collect different clues, and if they don't share all the details with each other connections can be missed. Even if they do the absence of knowledge in one group (that the other group has) can lead to missed opportunities and back peddling to solve the mystery. Of course, the pacing in the middle segement of a mystery story is one of my personal challenges.

There is also the problem of maintaining the interest level/Immersion of the entire group. If you have four characters is one place, and one character in another you would expect that the party of one would receive one-fourth the playtime that the party of four does (if it doesn't then you most likely have a pacing or favoratism issue). That can mean that if the party of one isn't interested in the events of the other party (and some people are only interested when it means they get to talk soon), the focus for the party of one can drop off - possibly leading to falling asleep, interrupting other people, or a confused 'huh, it's my turn what was happening, I wasn't paying attention' exchange when shifting groups. Of course, you could speed up the scene switching between parties, but that can lead into cutting off all the players from being able to complete anything significant in their allowed time.

Not saying I think the party mentality is best (because definately don't, it has its problems too). I'm just saying that there are a lot of pacing issues that can arise from a non-party format - there can be more concerns than combat concerns.

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On 5/24/2003 at 8:58am, Jeffrey Miller wrote:
RE: Re: PC interaction and party split-ups

Jack Spencer Jr wrote: I, personally, am sick of the party mentality. "Keep the party together" "Never split up the party" It feels like a literal, rotting albatross around my neck.


With apologies, Jack, but your post is the first in a string of anti-party posts, tales of GM's ignoring players for hours at a time, and rehashed GM advice column fodder - all valuable, all important, but not exactly where I think Matt was headed with his post.

I think that the concept of "don't split up the party" for social contract reasons is an interesting one to examine to better understand the dynamics of the social contract, and what exactly drives people to the table. Are you there to explore a setting? Tell a story? Compete? These things all require, to a certain extent and in various qualities, social interaction on a player<->player basis, rather than a GM<->player basis. Those two relationships imply vastly difference consequences and roles, even in the "hippie-pinko games" that float around here that play with stance and roles. ;)

Are there games that mechanically/systematically encourage player participation outside of what immediately impacts, involves, or otherwise effects their individual character?

- Ars Magica, through its premise attempts this and comes close, but there's nothing in the rule-set that encourages or rewards such play.

- Deadlands allows players to expend chips to give bonuses to other players, but at double the cost. This has a net effect of actually discouraging involvement, by making you realize its possible but taxing you for it.

- Trollbabe - the ability to randomly enter a scene with little attention to continuity is intruiging and plays out well for the game, but doesn't allow for direct player level involvement, only character-level involvement.

anyone else?

-jeffrey-

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On 5/24/2003 at 1:41pm, Bill_White wrote:
RE: PC interaction and party split-ups

Many years ago, I wrote an article for Dragon called "Divide and Conquer": it was an "advice to the DM" sort of piece about how to run split-party adventures. I was pretty pleased with the thing--it had whimsical James Holloway illustrations and each topical section was headed by a cute little vignette, like this one:

"Never split the party!" advised the wizened sage sternly, poking a gnarled finger at the youthful adventurers he'd taken in tutelage. "You are stronger together than apart--if I had some sticks I could show you. Besides, when separated, you make more work for the Dungeon Master."

The callow youths shivered at the mention of the cruel, cold-hearted deity's name. They would follow their mentor's advice.


I want to re-read that article as a way of addressing Matt's question about what preferences for splitting the party or not "mean" in terms of game-design and game-running philosophy. This will most likely serve only as raw material for a more rigorous rpg-theoretic account by someone else, but one does what one can.

An Outline of "Divide and Conquer" (Dragon #190)

After the cute vignette above, I offer up a boilerplate rationale of why keeping a party together is a good idea, for the characters (they can overcome tougher challenges and protect each other more easily), the players (more role-playing time and interaction), and the DM ("She can prepare a single storyline and be fairly confident she has options for all contingencies"). Despite this, I say, there are three advantages to "allowing" a split-party campaign. First, the DM is able to "tailor" adventures to match PCs' abilities and players' interests. Second, "each player will feel more involved and more in control of his character's destiny." Third, splitting the party can add drama to the campaign.

The next section suggests that players strike off on their own either with a goal in mind, in which case the DM need only respond to the goal-oriented actions, or without one, in which case the DM should prepare minimal adventure outlines targeted toward those PCs. I suggest that having a goal-less character stumble on a map marked with a tantalizing location is always a good idea.

A third section discusses why a DM might want to cause rather than just suffer split-party adventures. These include dramatic effect, to challenge jaded players, as a consequence of player decisions, or "to shine the limelight on characters who are normally overshadowed by their more aggressive peers."

The remainder of the article is devoted to "DM hints." One section discusses "the referee's major concern," that is, "what to do with the players whose adventures are not being resolved at present." I suggest that passive players be allowed to control NPCs (with sufficient supervision from the DM) or to serve as an appreciative audience. I offer as a rule of thumb for dealing with off-screen players, "Include, include, include."

The next section offers more DM hints, including "keep track of time and space," "switch when play reaches a stable point," "try switching at cliffhanger moments," "switch several times a night," "give quick summaries of where each PC is," and "consider using blue-booking."

A long section discusses the types of adventures that might be suitable for lone adventurers: quests, contests, mysteries, leadership, pursuit or escape, spying, or thieving.

The final sections discuss how to bring split-party campaigns back together. I say that players "like to feel that there is some grand scheme that they can affect by their actions" and that the DM can "heighten their sense of accomplishment by leading them along separate paths to the same conclusion." The way to do this is to (a) let them resolve the reasons for separating, (b) offer clues and portents that something isn't right, and (c) structure the outcome of their investigations so that they come closer and closer together in time and space "until two or more groups meet, compare notes, and decide on a combined plan of action." The "epic quality" of such a campaign, I say, "appeals to most players." I list a number of different sorts of "reunion" scenarios or hooks that a DM can prepare, and how to build in limits to how far apart characters can actually get.

Finally, I offer some concluding language about how well-run split-party campaigns can give players the feeling that "their characters live in a world of limitless options, where they can go anywhere and do anything."

Comments

The thing that I noticed in re-reading this old article of mine is how the issue of DM control of the plotline emerges as the fundamental problematic of splitting the party. I gloss over the difficulties of managing the split both "on the map" (i.e., in prepping details of the game-world) and "at the table" (i.e., in terms of player-player interaction and "screen-time"). The whole article builds toward an argument that the split-party campaign enables a complex but coherent storyline to be built from the PC's actions, given a sufficiently skilled DM.

From the point of view of players, I can understand how reducing the range of on-the-map interactions would be problematic; I think this is why in my article I suggest letting off-screen players run NPCs as the primary tool for managing this difficulty. But I also read the "party split" as a vote of confidence in the breadth and scope of the imaginary world that the DM has concocted. I notice that this implies a highly asymmetric division of creative power between game-master and player, but it also obligates the game-master to a high degree of responsiveness to player desires.

Bill

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On 5/24/2003 at 2:06pm, Ron Edwards wrote:
RE: PC interaction and party split-ups

Hello,

Jeffrey wrote,

- Trollbabe - the ability to randomly enter a scene with little attention to continuity is intruiging and plays out well for the game, but doesn't allow for direct player level involvement, only character-level involvement.


I can't understand a word of this. Part of the problem is that you're not referring to a rule in Trollbabe, but a particular agreement arrived at by a particular play group in what they felt comfortable doing. The other part is the business of direct player level vs. character level ... really, I don't get it. Makes no sense to me at all. Help?

Best,
Ron

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On 5/24/2003 at 2:48pm, Jack Spencer Jr wrote:
RE: PC interaction and party split-ups

Bill_White wrote: After the cute vignette above, I offer up a boilerplate rationale of why keeping a party together is a good idea, for the characters (they can overcome tougher challenges and protect each other more easily), the players (more role-playing time and interaction), and the DM ("She can prepare a single storyline and be fairly confident she has options for all contingencies").

Yeah, it's getting pretty obvious that I have nothing to add to this discussion because I am coming at it from an entirely different angle.

"can overcome tougher challenges and protect each other more easily"

Such as? Besides the obvious combat situation. I think my issues with RPG have already been aired an no need to sully this thread with them any more.

"[The DM] can prepare a single storyline and be fairly confident she has options for all contingencies."

Hrms... there are two assumptions here that I simply do not agree with. The first is that the GM prepares, sets up or creates the story, which may be true in some styles of play but in others it is not. The other is that preparing options for all contigencies is A) possible and B) desirable. I don't believe so. I don't think it's possible to prepare for every contingency, so at some point you need to improvise. I'm of a mind that it's better to be ready to improvise all the time instead of feeling safe in the prewritten plot line and then to get that unpleasant naked feeling when the players drag the plot in a different direction and you must improvise.

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On 5/24/2003 at 2:49pm, Jack Spencer Jr wrote:
RE: PC interaction and party split-ups

Jack Spencer Jr wrote:
Bill_White wrote: After the cute vignette above, I offer up a boilerplate rationale of why keeping a party together is a good idea, for the characters (they can overcome tougher challenges and protect each other more easily), the players (more role-playing time and interaction), and the DM ("She can prepare a single storyline and be fairly confident she has options for all contingencies").

Yeah, it's getting pretty obvious that I have nothing to add to this discussion because I am coming at it from an entirely different angle.

"can overcome tougher challenges and protect each other more easily"

Such as? Besides the obvious combat situation. I think my issues with RPG combat have already been aired an no need to sully this thread with them any more.

"[The DM] can prepare a single storyline and be fairly confident she has options for all contingencies."

Hrms... there are two assumptions here that I simply do not agree with. The first is that the GM prepares, sets up or creates the story, which may be true in some styles of play but in others it is not. The other is that preparing options for all contigencies is A) possible and B) desirable. I don't believe so. I don't think it's possible to prepare for every contingency, so at some point you need to improvise. I'm of a mind that it's better to be ready to improvise all the time instead of feeling safe in the prewritten plot line and then to get that unpleasant naked feeling when the players drag the plot in a different direction and you must improvise.

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On 5/24/2003 at 3:36pm, Bill_White wrote:
RE: PC interaction and party split-ups

Jack --

I'm not sure you take my point. The paragraph you quote was my summary of the usual reasons offered for not splitting the party; the rest of the article outline talks about how to do it, and why (basically, because you have to or because you want to--as the DM, of course). The assumptions of DM pre-planning and control are exactly at issue; dredging up this about 10 years old article lets me see that I made a huge number of such assumptions. So my main point today was to suggest that, in terms of game-running philosophy, such issues are a major factor in shaping one's response to the whole issue of splitting the party, which I took to be Matt's question.

In other words, I'm pretty sure I agree with you.

-- Bill

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On 5/24/2003 at 6:08pm, Jeffrey Miller wrote:
RE: PC interaction and party split-ups

Ron Edwards wrote: Hello,

Jeffrey wrote,

- Trollbabe - the ability to randomly enter a scene with little attention to continuity is intruiging and plays out well for the game, but doesn't allow for direct player level involvement, only character-level involvement.


I can't understand a word of this. Part of the problem is that you're not referring to a rule in Trollbabe, but a particular agreement arrived at by a particular play group in what they felt comfortable doing. The other part is the business of direct player level vs. character level ... really, I don't get it. Makes no sense to me at all. Help?


Its off-topic to the thread, so let me try to answer quickly. I haven't had a chance to make it all the way through Trollbabe yet, and I should've qualified the above passage thusly, but my understanding was that there is an aspect of "starting whereever you desire" on a map of the world, and rules to the effect that characters may simply appear in a scene, out of nowhere, off the top of a thatched roof hut (hopefully not burninated), out of a large jar in the corner, etc.

I've seen/heard multiple people mention this as an enjoyable aspect of Trollbabe; I don't have my copy handy to track down if this is indeed a feature or merely a common house rule. If I am misattributing it to your game, Ron, I'm sorry.

However, if you're confused about how it promotes character interaction instead of player interaction, I can try to explain that further..

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On 5/24/2003 at 8:11pm, Jack Spencer Jr wrote:
RE: PC interaction and party split-ups

Bill_White wrote: In other words, I'm pretty sure I agree with you.

Oops. Appologies.

BTW, shoot me now for the double post.

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On 5/24/2003 at 8:30pm, M. J. Young wrote:
RE: PC interaction and party split-ups

Chris Lehrich wrote: Hey M.J., in Multiverser, what do the other players do when one player is alone in world X?

Perhaps not surprisingly, there are a lot of aspects to this included in the rules, mostly in the referee shortcuts section; there are probably more that I've discovered that most referees do naturally that aren't in there. I think perhaps had I had a copy of Bill White's article back then I would have worked less at trying to think of things--but perhaps that's good.

The first thing you have to realize is that if you're running good solid campaigns, everyone is interested in everyone else's story. I've had people come to games just to watch the story unfold, and having more than one story unfold at a time makes it more interesting. To a degree, this seems to be like your Soap Opera idea--people will not merely hang around for the story they're playing to move forward, but will become involved with the other stories.

Also, I have to take issue with something
Jason a.k.a. Cruciel wrote: If you have four characters is one place, and one character in another you would expect that the party of one would receive one-fourth the playtime that the party of four does (if it doesn't then you most likely have a pacing or favoratism issue).
I disagree.

Generally, when I'm running Multiverser I'm jumping between characters and worlds pretty frequently; but I don't give people equal time; I give them attention commensurate with their needs. Tense and exciting scenes require more attention that routine ones. Certainly in other games, in the situation Jason suggests, I wouldn't divide my attention by number of players, but more by the needs of the groups. Let's suppose a party splits up into three groups, one of four, one of three, one of one. It might be that that one is doing the critical thing. Let's take Prisoner of Zenda: one guy, alone, has to get inside the castle, prevent them from killing the king, and open the gate for the rest to enter. More focus is going to be on that one guy than on the bunch waiting to be let inside. Seriously, can you see it?

O.K., Bill, what are you doing?

I'm climbing the rope which Johann lowered to me.

You hear a noise from the room at the top; someone has come in to the room.

I draw my dagger from my boot and hold it in my teeth so I'll have it ready if I need it.

O.K., everyone else, what are you doing?

We're standing here watching him.

Anything else?

No, just waiting.

O.K., back to Bill....


There is no reason to give "everyone else" equal time to stand and watch. Sure, come back to them sometimes, and let them 1) know that they're waiting in anticipation and 2) decide whether there's anything they can do that might help ("I string an arrow, and hold it at the window, in case someone notices Bill"). But put the focus on the interesting parts.

Because players are usually in different worlds, there's no problem with speeding up the clock for one--time in one world doesn't matter to that in another. I remember one game in which the player character decided to attend seminary. That was going to take a couple years. Every few minutes I came back to him. "It's September; are you doing anything different this month?" Usually the answer was, "No," and we marked off another month on the calendar. Sometimes he did something special, and we played out a few of the events of say a date with the princess or a bit of side research or a new addition to his training program, but overall I think over the course of maybe ninety minutes he finished a two-year degree, while other players burned up variously anything from a couple of hours to a couple of weeks of their game time. Speed up the dull times, focus on the excitement. The only reason to slow down during the dull times is to prevent the development of a "something's about to happen" factor every time you slow down (or the reverse, the "everything's safe because we didn't slow down for that last port" feeling). Get the players back to the active parts.

Also, please note that the player decided to have his character go to seminary; he thought (correctly) that it would improve his character abilities, and was worth the downtime in play. He improved his education level, his religion score, some of his "magical" abilities, and other things. Multiverser rewards study and training time, so players don't feel they're wasting time when they do it.

I do suggest giving players NPC's to handle, particularly in larger situations and settings. In truth, I don't do this often. Part of that is that I don't want someone's scenario to be derailed because someone else didn't show for the game (although that's minor). Part of it is that it's really rarely necessary. I've done it, though.

Bill mentioned cliffhangers; they're always good, particularly if they're the sort of cliffhangers that make the player want to go back and look at his resources. I've never been the sort of referee who demands players react with the same speed as their characters--I figure the character knows himself more intimately than the player does, even given the I game nature of Multiverser (because the character has learned a lot of stuff over the years that to the player is just notes on the sheet and memories of earlier game sessions). So giving a player five minutes to consider his options, look over his sheet, and decide how his character is going to instantly react to this event isn't a problem for me. "You see the dragon; he sees you. Let me go deal with Jim."

There's one thing that happens in a lot of games that never happens in mine: you don't get to explain to me your long-range plans. Whether it's a training program or a course of study, building a suit of armor or shopping for equipment or training your associate NPC's in some battle strategy, I don't want to sit and listen to it. At the moment you need to do that, you get a sheet of paper. Use all the paper you want. Write it, draw it, do the math--whatever it takes to express this idea goes on paper. While you're working on it, I'm dealing with other people. When you're done, I'll take a minute to look at it, ask questions or make comments. Maybe I'll give it back to you for clarification. In any event, when it's all finished, I've got a record of exactly what you intend in my notes, because you wrote it for me (so there's no mistake in me misunderstanding what you said), and we haven't spent everyone else's time on this. There are many, many things that can be handled this way more effectively than verbally.

Players also advise each other during play. I don't object to this; it makes it more interesting and more fun for everyone. Every player has different strengths in role playing. My eldest son Ryan is one of the best at visualizing the situation I've known. When he was in fourth grade, I think, there was this huge D&D battle in which a party of about fifteen player characters was attacked from three directions at an intersection of halls by about forty bugbears. They won, and proceeded to explore the now mostly vacated rooms--and he passed me a note indicating that as he was walking, he stumbled over the bodies of the slain. No one else in that room of teens through thirties recognized that they were stepping on and over the bodies of the bugbears as they moved out of that area. That kind of insight is valuable; and if someone else at the table can see the situation in which your character is currently standing better than you can, having that input can make your play more intelligent and more fun.

I limit myself to five players most of the time; if I've got more than four, I'll often see if I can bring some of them together so they're on the same page. That's mostly a personal preference on my part; I've noticed that I have more trouble juggling six stories, and give less attention to those whose stories aren't as challenging. So I recognize my limits in that regard. I can do six (I can do eight), but it requires a lot more focus on my part to make sure I'm getting everyone--particularly as I don't "go around the table" but rather grab people according to who feels like they have to move forward.

Oh, one other trick that I learned from a guy I never met. Richard Lutz created the Zygote Experience idea which I completed. He test-played with E. R. Jones years before I knew him (Jones), and a lot of things he did were fascinating. I'd hear stories of some of the games he ran. Several times ER found himself on the top of this mountain and started trying to get down out of the ice and snow to discover what was at the bottom, only to plunge to his death. Once he came in near a lake, met a bunch of blue people, and said "hello", only to have them become suddenly and irreconcilably enraged, attacking him violently until he versed out. I wondered about these things for months (ER wondered about them for years), until I came upon an answer: Lutz used stall scenarios. He knew how to put a player character into a situation that would hold the player's interest and keep him busy that didn't require any work or attention from the referee beyond simple next action interactions. You can't really spot a stall scenario when you're in it, and while you're there the referee can do stuff like think of where you're going next or focus on someone else's situation. These can be just as interesting to the player as anything else, and depending on how the player reacts can lead to new ideas for future play, but they free up the referee significantly.

That's some of the tricks of the trade. I use them in other games as well, sometimes, now that I've learned them. Hope they help.

--M. J. Young

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On 5/25/2003 at 5:06am, cruciel wrote:
RE: PC interaction and party split-ups

M. J. Young wrote: I disagree.

Generally, when I'm running Multiverser I'm jumping between characters and worlds pretty frequently; but I don't give people equal time; I give them attention commensurate with their needs. Tense and exciting scenes require more attention that routine ones. Certainly in other games, in the situation Jason suggests, I wouldn't divide my attention by number of players, but more by the needs of the groups. Let's suppose a party splits up into three groups, one of four, one of three, one of one. It might be that that one is doing the critical thing. Let's take Prisoner of Zenda: one guy, alone, has to get inside the castle, prevent them from killing the king, and open the gate for the rest to enter. More focus is going to be on that one guy than on the bunch waiting to be let inside. Seriously, can you see it?

[snip]


I admit that actual play cannot necessarily be delimitted into nice little fractions. Some scenes may require different pacing than others. However, if through the overall course of the session Bill is getting four times as much attention as every other individual I think that's a problem. With the Bill senario I see this as one party - they are all doing the same thing, even if Bill is doing most of the work. Group switching in related situations like this can be done quickly without it seeming choppy. It's also easy to insure that the other players are interested in how the events unfold for Bill, because his results relate directly to their own. Senarios where this would be bigger concern is where the split groups aren't connected, such as four people at a dinner party looking for clues to the chancellor's murder and one person off somewhere else killing orcs. If you gave the orc guy as much play time as the dinner party group, and neither was more important than the other, the way I see it you are short changing the dinner party crew.

Anyway, you've got a lot of good suggestions for pacing and maintaining interest for inactive groups, so you seem pretty away of the issues that might arise outside of combat with a split group.

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