Let's Split The Party! | Running the Game
Video Statistics and Information
Channel: Matthew Colville
Views: 302,387
Rating: undefined out of 5
Keywords: D&D, Dungeons & Dragons, Matt Colville, Running the Game, Splitting the Party, How to play Dungeons and Dragons, Matthew Colville
Id: 262aEO3cWPQ
Channel Id: undefined
Length: 18min 22sec (1102 seconds)
Published: Tue Oct 02 2018
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I watched this a few hours ago, but since nobody is talking, I'll try to very briefly summarise the video to get a discussion going.
Colville says there's two ways to split the party - run each half literally separately without the uninvolved players present, or run each half in different scenes but with everyone at the same table.
Very few tables can afford the time and logistics to arrange the first setup, the truly separate one, but it can be very cool. Sharing your experiences in character is one of his highlighted memories of D&D.
Although convenient, there are disadvantages to the same table split. It requires patience and engagement from the nonactive players, and puts a greater burden than usual on the GM. Colville's advice is to practice rising action in the same way a novel or TV show manages their A and B plots - when something exciting is about to happen in one scene, switch to the other to keep the tension high. If the scene is going to be especially exciting, you can stay on it and everyone will be engaged regardless, but otherwise, use the switching to your advantage. Another time to switch focus is when you've given the players something to think about - it can even be as mundane as what to say to someone, or a list of a shop's inventory. This keeps the nonactive players engaged by letting them think about their next move while the other group participates in a scene.
Finally, as I recall, Colville advises GMs to avoid combat during split parties at the same table. Combat has its dangers in a split party, but that's not the issue - it's that combat is long, slow, and will have the nonparticipating players twiddling their thumbs for way too long.
I liked this video. Although I've discovered this kind of split group pacing through accident, it's nice to hear the lesson from a more experienced GM. I might be able to handle it better next time.
My two cents are that Matt is 100% right, there are ways that the party could be split, but it varies.
I liked what he said. I always understood the logic behind βdonβt split the partyβ but I always thought it was a neat thing. Like how often in fiction do groups really stay together the whole time? Almost never. Parties split up and thatβs interesting.
Yeah! More Colville! I like it when he does these face-to-camera discussions! This weekend I'm gonna watch his stream!
It's good timing because Waterdeep Dragon Heist practically requires you to split the party. With different factions, some of which are diametrically opposed, each with their own quests, it is hard to see how a party logically does some of it together.
As a dm I don't enjoy the party splitting simply because it is a potentially lose-lose situation. If the DM leaves encounters at planned level intended for a full sized group its a high potential to party wipe. If the DM lowers the encounters to something managable then why wouldn't the party always choose to split to maximize gains? It either risks the group loosing x amount of players or cheapens the experience as a whole.
If a party I was DMing insisted on splitting I would let them...but I would be already planning the campaign damage control with an inner sigh.
I think he does a good job of summarizing the risks and rewards associated with splitting the party.
I mean whenever I split the party the people not being focused on often just completely disengage with the game.
Don't split the party is more group advice than DM advice I feel. For precisely the reasons he mentioned, it can lead to death and its really not the DM's job to keep us safe from ourselves.