Heya,
This is a continuation in my series of
lamentations about RPGs, mostly fantasy or sci-fi style RPGs to be exact.
One thing I’ve always had veteran
D&D (and, honestly, Call of Cthullu) grognards tell me is, “Never split the
party! It’s the fastest way to get
everyone killed.” I’m not here to
criticize that.
They’re right. It is a very efficient way to end up with a TPK (LINK from TPK entry).
The thing is, I think we might be
missing an opportunity for some really good play. Let’s go back to the fiction that pretty much
was in the inspiration for every adventuring party since the mid 20th century:
The Fellowship of the Ring.
Now, I’m not advocating AT ALL a FotR
style party split. I can’t imagine how
boring it would be for the Same, Frodo, and Gollum players to simply be told,
“…and you’re still walking.” week after week while all their friends get to do
stuff like fight at Helm’s Deep, Isengard, or Pelinnor Fields.
And yet, I think there are some things
we can take from this. First, Gandalf
picks up some important info in the libraries of Gondor (how to reveal the
script on the One Ring) and that a key ally has betrayed the good guys
(Saruman). Merry and Pippin pick up some
allies for the freefolk (Ents). Aragorn,
Gimli, and Legolas secure further reinforcements for Gondor (Rohan). All of those are really cool plot points that
would be very impractical and rather dull if 10 people were involved in each.
So what can splitting the party be good
for? Here’s a brief, non-exhaustive
list:
·
Getting some key information
· Scouting a future destination
· Planting a spy or trap
· Securing allies or resources
· Misdirecting an enemy
· Division of labor
· Accounting for a player’s absence
· Executing a battle plan or magic ritual
· Create a dragnet to capture a target
Those are just a few ideas. No
doubt you can come up with more if you give it some think-time. Splitting the party is not something you’ll
do every session or even for a majority of sessions. But it is a play technique that can be used
to involve plot ideas that cannot be done efficiently or practically any other
way. Naturally, players may be wary of
splitting up at first. Don’t force
them. Let things play out, and let them
build trust in their own way.
Peace,
-Troy
They’re right. It is a very efficient way to end up with a TPK (LINK from TPK entry).
· Scouting a future destination
· Planting a spy or trap
· Securing allies or resources
· Misdirecting an enemy
· Division of labor
· Accounting for a player’s absence
· Executing a battle plan or magic ritual
· Create a dragnet to capture a target