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#1 |
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Join Date: Feb 2009
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Never Split the Party!
Heh, last game I played in, we were going to a Gun Store of Doom to commission some Awesome Ammo of Doom The party had a mostly human, handsome, charming, gunsmith guy and also my character, the magical flying pony So thinking it is better for the 'qualified to go into gun stores without courting social disaster' other PC to go undertake this challenge without my character providing 'assistance' So 'Luna goes to catch a movie "See you guys later!"' Luna goes to catch a movie resulted in 30 dead, untold others scarred for life, police and Federal intervention, and general chaos Going to the gunstore? No fuss, no muss, the ammo of awesomeness handily created |
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#2 | |
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Join Date: May 2012
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The way to do it, is to make sure the PC's are interesting. If the PC's are all making hard fearless people, then they may not want a horror campaign. If they are making weaker people, perhaps dissacoaited, this can in fact work in benefit of a horror campaign.
Think of a zombie flick, a bunch of different people, different backgrounds, some who may try to kill each other at some point, and many other horror films. Very few horror films I can think of focus on one person, they have a group, often with a divergent group of people, and you should use this to your advantage, not try to get rid of it. As for splitting the group because you don't like other players knowing what other players know, unfortunately this will make it exceptionally difficult to GM. Either trust your players, learn to not care about metagmaing, or construct the campaign so it isn't dependent on only one person knowing something. I would always reccoment sticking with GURPs (simply because I like it and would hate to see someone leave it, just go with GURP's lite for simplicity...or what ever you feel will work best for you even if it may be another system), even if going for beer and pretzels gaming. It just may need a different approach to GM'ing (one of the biggest problems can be GM expectations, expectations of wonder and bewilderment, unfortunately through trying to accomplish this you sound like your players are getting annoyed an inpatient, so it may be best to learn to accept you may not quite gt the wonder and excitement you want, but at least can have players who are enjoying themselves, unless I am over-estimating how fed up they are getting waiting for their turn and not knowing what other players are even getting up to and not being involved in the story at all) Quote:
Last edited by Aneirin; 01-09-2013 at 06:02 PM. |
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#3 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Quote:
Then run the session only for the pertinent players. Anyone else who comes knows they're coming as an audience, not as participants. I do this when I run "downtime" sessions, or when I've split players up in such a way that they cannot meaningfully interact with one another (like in a recent session where the party split three ways to participate in three different battles).
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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| Tags |
| conflict, gurps, players, problem, separated |
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