Split Party

From: Ian Cooper <ian_hammond_cooper_at_...>
Date: Wed, 22 Jun 2005 10:02:36 +0100 (BST)


I'm interested in the intimation - on another thread - that 'split-party syndrome' is bad. No quotes because the autheor did not specifically say that, but this is something of 'truth, generally accepted' by GMs. However in Red Cow we regularly play with a completely split part and cut between people. I find there are some real advantages:
  1. Individuals get to pursue their own goals. Especially in a community based game your relationship with x may be important and you may want to play out some important change. In a 'party' game everyone has to tag along for the ride. In a split game they don't. Similarly it means that characters do not have to be generalists. You don't have to add a spear and shield skill to your Orane steadwife on the raid, or come up with justifications for her involvement.
  2. Breathing time. The breaks in an indvidual story actually help both me as the narrator - I can take time to let the last set events gestate before responding and the player - they can think about their next choice, figure out their TN after all their augments are reacked up etc.
  3. Interest. Perversely people seem to be more interested in other players stories than they were in other players actions when they were all part of the group. I guess they are not competing for the limelightn within that thread.

I'm not looking for any answers on how to run party play and keep these benefits btw. I'm just saying that non-party play seems to work well for us, so I would not always assume that it is 'bad'. In HQ for a community based game I would conversly say that it can be good.                 



How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com

Powered by hypermail