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15th Jan 2020, 7:00 AM in Invasion of Konoha Arc
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RandomRex6 15th Jan 2020, 7:00 AM edit delete
The original sin of all campaign comics. A movie or TV show can focus on multiple conflicts simultaneously (though not always well) but an RPG? Takes a really good GM, and they're also usually good enough to avoid having that happen.

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TheManNowDog 15th Jan 2020, 9:37 AM edit delete reply
You’ve been pretty good About reasonable stopping points. Like, I could see this being how a GM handled a split party.
Otaku 15th Jan 2020, 1:48 PM edit delete reply
If the group was larger, it wouldn't be unreasonable to have assistants for the GM. I mean, some roles like that are even official (Adversary). With the size of the party in Naruto... yeah, that seems like overkill and so things get rough.

How about a story time? Share when your GM (or you as the GM) either accidentally or on purpose set up an adventure (or even an entire campaign) where splitting the party up into small groups (or even going completely solo!) was a thing.

I actually made this mistake as a GM. I mean, I wanted to give my friends a nice, open-ended adventure in a setting I'd been crafting. We were all in high school at the time, so we often had time for "micro sessions", which might last 15 minutes to an hour. The thing was, when we had actual sessions, it meant a lot of sitting around for the players who weren't currently in the spotlight.
Guest 15th Jan 2020, 7:42 PM edit delete reply
Our party organically grew to the point where when combat came up, we would basically draw a line through the battlegrid. The DM would run combat for one side, and he would brief me on the enemies' stats to have me do the other side.

Other times, the DM would be dealing with a few people doing one thing and just let someone experienced take over everyone else for whatever they were doing in the downtime, just to keep people from getting bored.

We've continued to grow, and now we're splitting into two separate campaigns. I don't wholly like it, given that half the fun of our games is the shared experiences and inside jokes you make along the way but I acknowledge the necessity, especially with the old campaign having ended and less experienced DMs taking the reins now.

Our groupchat is up to 18 members, but four just joined and have no experience, and three are inactive.
Guest 15th Jan 2020, 7:47 PM edit delete reply
"In the spotlight" is also how our group used to be. Back when there were just five players, everyone would have the chance to play out the shenanigans they were getting into while in town, usually on their own, but that just stopped being feasible.

When I ran my own campaign with six players, I had one of those "touch all three runes simultaneously" things. The problem was, I had also created a rival adventuring party, so in addition to trying to hop between three scenes, I was also having to acknowledge the existence of six other characters, some of whom were actually semi-important.

Then there was the time half the party boarded the enemy airship and crashed behind enemy lines. The half left behind had to evacuate, and I honestly didn't know if the stranded ones would make it back or not (they did).
Otaku 16th Jan 2020, 11:05 AM edit delete reply
Oh, you reminded me I needed to clarify:

Having assistant GM's/Adversaries/Etc. is not inherently a bad thing. If your group can manage it, it honestly sounds like a blast!

What I was criticizing was how I bit off far more than I could chew for what was only my first or second campaign. If you can manage it properly, what I was trying to do really could be great. I just needed better planning, so that the multiple "single-player" campaigns could temporarily merge. Spotlighting players is often something to encourage... but when I did it, it basically mean 5-15 minutes of everyone else just sitting around. XP
Firestorm100 17th Jan 2020, 2:23 AM edit delete reply
‘All your efforts in vain’? Do you mean ‘All OF your efforts ARE in vain’?
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