Why You Should Split the Party - Playing RPGs

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Hello, Internet. Seth Skorkowsky, and today we’ll  be discussing Splitting The Party. One of the   age-old mantras of Tabletop Gaming is to "Never  Split the Party." It’s emblazoned across memes,   t-shits, there’s even a cute little song about it. A couple years ago I was talking to a non-gamer   friend of mine, and she said that while  she knew nothing about tabletop gaming,   she did know that you never split the party. It is a law etched in stone and inked in the blood   of countless dead Player Characters who ignored  it. And like with many words of absolute wisdom,   it isn't true. At least it's not true all the  time, or... There's a ton of exceptions to it.  So that’s what we’re going to talk about  today. When you shouldn’t do it and why,   and when you should do it and why, as  well as some tips for both Game Masters   and Players on how to do it more effectively. I’m pretty certain that the saying originated   in the early days of tabletop gaming  with D&D and other Role-Playing Games,   which were most often dungeon crawly in nature. Often, a character might split away in search of   treasure and encounter a bad guy, or would trigger  some deadly trap, and without anyone there,   or at least enough people to help them  out, that character would die alone.  Even in my own first group game of Dungeons &  Dragons, we were exploring the moat house ruin   in The Village of Hommlet, and immediately we all split up. And giant rats kicked my ass.  Unable to take the hint, I then later broke off  again with another Player Character so we could   loot some treasure, and we ran into some trouble. The  other character escaped while my character died.  Now there are several good  reasons not to split the party up.  First: In-Game Challenges Are  Often Designed for the Full Party.  In a group game that's designed to challenge whole  party, heading off alone or at half-strength,   often means that those characters are  ill-equipped to handle those challenges   which were designed to be for a larger party.  Or at least that character needs to have second   person with them in order to treat their wounds. I’ve talked about in previous videos how lone   wolves that go charging off on their own often  find themselves in need of making a new character.  Next, while In-Character it might  be faster to split up the party   and you can cover more ground in a shorter time,  it saves no time around the gaming table because   there’s still only one Game Master, that Game  Master has to do the scenes one at a time.  Often it can take longer out-of-character  if the group splits up because the Game   Master might want to spend more of an an equal  amount of time with each of the sub-parties.  So if half the party goes this direction in order  to do some task, and it takes them 5 minutes to   do it, or it takes 5 minutes before the Game  Master then flips it over to This group that's   doing their task. And they only really need 2  minutes in order to accomplish whatever it was   that they were planning to do, a lot of Game  Masters are going to feel compelled in order   to give this other group an equal amount  of playtime that they gave the first one.  So instead of it just taking 7 minutes that it  would have taken if the group had just stuck   together and gone to one location and then to  the other, it's now going to take the table   10 minutes to complete the same amount of tasks. Next It can Be Harder for the Game Master to Run.  Running a game can take a lot of mental  energy. And when a party splits up into 2, 3,   or 5 different groups, a Game Master has to start  switching gears as they flip between the different   groups, from going one, to another, to another. This can lead to them making some mistakes or just   wearing their brains out faster, which can  lessen the overall quality of the game.  Another problem is that it Reduces  the Other Players Into Spectators.  So let’s say your group splits off into 3 different  directions, and a Game Master gives 5 minutes   to each sub-group, rotating their attention  around the table. That now means that the   members of each subgroup have to wait 10 minutes  before they're allowed to have their turn again.   Meaning that they're only getting to play 20  minutes out of every hour, and the rest of the   time they're just watching other people play. And  they're not really able to join in because their   characters aren’t present at whatever is going on. This can lead to a lot of boredom and frustration, which   not only diminishes the fun of those players, but  it can also hurt their own ability to play once   the camera flips back to them and they have to  get themselves started up again in order to play   out whatever the scene is that they're playing. OK, so those are all really valid reasons not to   split the party up. Some of those are Character  Reasons while others are for Player Reasons.   Some people might argue that your  character not splitting up the   party for Player Reasons is really just  Metagaming, and I guess technically it is.  But as I’ve talked about before, there is a Good  Metagaming to ensure a more enjoyable game   for everyone around the table. So now let’s  flip this around and discuss when and why   Player Characters should split up the party. First, When There’s Little to No Threat.  In a dungeon or in a haunted castle, when you  know that there’s deadly monsters and traps around   every corner and that everything there is  trying to get you and is trying to kill you,   dividing your forces probably is  probably not in your best interest to do.  But if the characters are in a town or in some  location that feels reasonably safe to them,   such as they’re going shopping, the characters  might reasonably decide to split up.  If the characters feel safe, it's a bit  ridiculous that they’re now refusing to let   each other out of each other's sights. Next, It’s Great for Short Recons.  So you and your party are outside  the villain’s stronghold and you   want to check the place out before you go  charging inside or starting your heist.  Two of the characters, maybe a rogue and  a tracker have great stealth skills. They   could do this with no problems at all. However, you also have heavy fighter   that's in big, shiny armor, and they can't  sneak at all, and they're going to surely get   spotted if they try to sneak up on this place. So it just makes a lot more sense for those 2   stealth characters to do a quick little scouting  mission, gather the intelligence, and bring that   back to the rest of the party, than it would  be for everyone to go on this scouting mission,   thus just increasing their chances  of getting spotted by the bad guys.  It’s also Good For Short Thief Runs. Burglars are gonna burgle. And if   the PCs are hanging out in some urban  environment and we’re between adventures,   a rogue character might take that opportunity  to use some of those rogue skills that they got.  I mean, after all, they probably chose to  play a rogue in the first place just so they   could use those rogue skills. And as long  as it’s a short side job of breaking into   a house or plundering a merchant’s strongbox,  that should be perfectly fine for them to do.  But the key to that is that it's short. If  the player runs off and takes far too long,   or engages in combats, or otherwise just starts  hogging all the session time and taking that away   from everyone else, then that can be problematic  for reasons that we’ve already discussed.  So if they do want a longer Thief Run, they  might want to instead discuss doing a 1-on-1   adventure or a 2-on-1 game where they can have  the Game Master’s undivided attention and they   really aren’t going to end up stealing time  from the rest of the players around the table.  It also works great for Personal Agendas.  Some characters have their own agendas.   Sometime is might be linked to their Backstory, or  maybe it's tied to some other reason like they’re   being blackmailed and forced to do something  against their will, or doing something that   they don’t want the other characters to know  about or possibly see for whatever reason it   is. And that gives them a great reason to then  head off alone for a bit, do their business,   and then come back to the rest of the group. The Aliens Roleplaying game requires each   character have their own Personal Agenda, which  really helps encourage that the players to split   up from time to time, maybe under the excuse of  they’re going to go fetch an item or repair some   engines, and then perform their own agenda unobserved. Ticking Time Clocks might also require that the party   split. I mentioned earlier how splitting up  in order to save time out-of-character doesn’t   really work that way around the table, but there  are times that the party might need to split up   in order to speed things up inside the game. Such as the Player Characters have 1 hour   before the bomb explodes or the city  sinks below the waves of the ocean.   But before it does or in order to stop it, the  Player Characters first must have to complete   3 tasks. They don’t have time to do all these  tasks just one after another after another,   so they have to split up in order to finish all  these tasks before the time runs out on them.  So, players, if you are facing a ticking time  clock situation, don’t stick to the mantra of   Never Split Up the Party, because that's going  to start working against you in that situation.  And Game Masters, if you want to encourage  that your players split the party up from   time to time, using a ticking time  clock is a pretty good way to do it.  Splitting the party is also great  for horror games. I’ve talked about   this before in a dedicated video, but the  feeling of isolation and vulnerability of   being alone really helps ratchet the fear up. Now with horror, players are understandably a   bit more hesitant to split the party up. So  Game Masters might need to step in and kinda   help push that along, sort of encourage  it and give ways to make the characters   have to split up for whatever reason it is. Alright, so there's a few good reasons to   split up the party or not to split up the party.  And because this is a decision, in order to split   up to party, something that's most often done  by the Players rather than by the Game Masters,   it's really up to the players to gauge when  its most appropriate that they try to do so.  Now one other tip, and this isn’t really about  whether you should or shouldn't do it,   but more like How you should do it, is to  schedule when you're going to meet back up.  If the Player Characters arrive in town  or at the adventure location and they just   break off in all their own directions with no set  rendezvous time, it can cause some directionless   wandering because no one really knows what to  do, and where to go, and that can suck up a lot   more time in order to get them back together. So, if you say, "I’m going to check out the   lighthouse and pick up a couple supplies, and  we’ll meet back up at the hotel this evening,"   or "I’m gonna walk the perimeter of this building  while you're checking out stuff in the library.   If you don't hear back from me in 15 minutes,  you better come and find me," that establishes   a timeline for all the players and for the  characters. Because once the player is done with   whatever task it was they were going to go do on  their own, or with a smaller potion of the group,   that can kinda help them determine if they've  got enough time after that's complete when they   should get back together and where they should get  back together. Otherwise the player can just say,   "You know what, hey I'm done with whatever it  was. I'm going to go back to the Meeting Spot and   just wait for the rest of the group to arrive." And the second reason this is handy is because it   helps the Game Master plan out what events might  occur once the group is split because they know   what the plan is among the different players  and the characters. Otherwise, the players,   once they’re done with whatever their task  is, might just aimlessly wander around,   soaking up more time, so having rendezvous  that's established before the characters break up   really helps establish focus in getting the group  back together and keeping the game on track.  OK Gamemasters, so your group has decided to split  up. Maybe that’s by design, and is some sort of   great plan that you put in motion early on, or  maybe they just decided to do this completely   on their own and now you’re scrambling and  sweating bullets trying to keep the game flowing.  No problem. First, Let Them Split Up. Don’t tell them that they can't split up.   Hopefully they’ll know how not to get themselves  into trouble - hopefully they watched this video -   but if they do, it can make for a really valuable  learning experience on the value of teamwork.  Next, Rotate Attention Between the  Sub-Parties. Remember that the longer   you spend with one group is the longer that  the rest of the group is going to be sitting   and watching and not playing the game, so try  to keep it pretty tight. I recommend that you   try to keep it under 5 minutes that you pay  attention to each different group of the party.  However, if you can, even if it’s before  that 5 minute timeline, or whatever it   is that you set your timeline at, go ahead  and cut if you've got a good Dramatic Hook.  Such the Player Character's in a room and they  hear approaching footsteps, or maybe the door just   bursts open and now the bad guy is standing  there with their weapon in hand - And Cut!  Or the Player Characters, they finally manage  to pry open that chest or get that door open   that's got the valuable McGuffin inside of it,  and they're hoping it's in there, and before   you announce what it is that they find, you,  "Cut!" and then go to the next group of players.  I did a good example skit of this in my How to Run  a Horror video, when I covered doing dramatic cuts   in Horror, so go ahead and check out that video  if you want to see more on that particular topic.  Also if a group’s scene has gone and it's run  its course and there really isn’t anything more   to add to it, even if they have a little  bit more time that's left on their clock   if you're giving them an equal amount of  time, it’s often best to just go ahead,   make sure they're done doing whatever it  is that they need to do, and just go ahead   and rotate to the next group of players and  keep the game moving at a pretty quick pace.  Once upon a time many years ago, I would separate  all the players out if their group split up,   essentially taking the ones that  I was talking to to another room,   or I would kick out the other players who weren’t  actively in that scene, to make it more realistic   that way no one would really know what was  going on with the other group of players.  But now, outside of any special circumstances,  that are completely dependent on the game,   I just go ahead and let the other  players watch what's going on.  They key though, is the players that are watching  the scene that their characters aren't involved,   that they aren’t distracting the active players.  They aren’t blurting out or involving themselves   in any way because they're not in that scene. Yes, the players that are sitting around watching   are going to be privy to any information  that their characters don’t know about yet,   but I just expect my players not to  metagame that and use that knowledge,   and mostly just stick to the spirit of the game. Then once the Player Characters all regroup,   it saves us all the time of the PCs catching each  other up on what all it was that they did while   they were separated, what all they encountered.  They player can just say, “Hey, I tell them what   happened” or "I paraphrase what happened," and  that way everybody already knows what happened,   now that we know our characters are caught up and  we can just keep moving forward with the game,   rather than recounting what we've already played. One of the biggest concerns that happens when a   party splits is, "What if they Get into a Combat?" As we’ve already mentioned, many of the threats   might have been designed as a way  to challenge the entire group.   So now that we've got half a group, or maybe just  one Player Character by themselves, that threat   might be a little bit too much for them to handle. The other big concern is that for a lot of games,   combat can take up a lot of time around the table  as we're calculating Hit Points, and rolling dice,   and kind of figuring out what all our abilities,  and researching spells, and all that stuff,   which means that it's going to be taking  even more time away from the the players   who aren’t active in that scene if you have a combat  while the group is split up from one another.  So even if there is a way for the Player  Character, or Player Characters, that are in   combat to radio the rest of the party and  let them know, or maybe the other PCs hear   this combat going on, so now they're rushing  on order to get there in time, depending on   the situation and how far apart everybody is,  they might not even be able to get there in   time until the combat is well and truly done. So combat is something that is best avoided   if the group is going to be split up. Unless it’s  going to be something like a simple opponent that   can be taken out in just one or maybe two rounds,  something maybe a Thief Backstab could take care   of, but not really a head-to-head fight, because  that's still going to be taking away a lot more   time from the rest of the people around the table  and that can end up sucking out a lot of the fun.  And, like splitting up the party in the first  place, this is most often a Player Decision   rather than a Game Master Decision if they're  going to be engaging in any form of combat,   because they're separated from the group  and the GM can't tell them that they can't   engage in combat so it's really up to the player  to decide, "Is this really worth it for me?"  Game Masters though, you might be able  to hint or tell them that "This might   not be a good idea," but one again, in the  end it’s still the Player’s choice to do.  So this leads us to the next question,  "Should I tone the encounter down?"  After all, you planned this scene to be for 6  characters and now it’s against 2 characters, so   maybe you might want to even the odds a bit and  make the opponent just a little bit less deadly.  That is totally your call if you want to do that  and really, once again, depends on the situation   at hand. There’s no absolute answer that I can  tell you that works in every situation out there.  But, for me, generally speaking, if the characters  knew that this was a high-threat environment,   such as they're in a dungeon that's teaming  with bad guys, and they still chose to split   up and go all their separate directions, then  I’m going to be less inclined to tone it down   because there were plenty of hints that this  was not a good environment to split the party.  But, if this was a low-threat environment like  it's just a normal day in a normal town, and the   PCs had no real reason not to split up, I’m more  likely to go ahead and tone that encounter down   to something a little bit more appropriate  to however many PCs are in that encounter .  However, what I’m most likely to do, is instead of  just attacking the character, I’m probably going   to give the character a good hint, an ability  to hear that bad guy ahead of time, or some other   warning first that there is a threat that's on its  way, and that gives the character an opportunity   to either sneak or run away, maybe round up the  rest of the group, and then all of them can return   in force and we can have a big combat together. So while this video has focused more on Temporary   Splits, maybe taking just an hour or so worth of  game time that the Player Characters are split   up from one another, but when I was studying  up on this topic and organizing my thoughts,   I encountered an advice trend that I think  really need to be addressed when we're discussing   Splitting the Party, and that’s Long-Term Splits. This is when the party does a long-term, if not   permeant, separation from one another. The most  popular example that's cited is Lord of the Rings   when Frodo was all “I’m outta here,” and Sam's all, “Hold up. I call shotgun.” And then we go two   movies before everybody is reconnected again. According to a surprising amount of advice on   the internet, if a group decides to split up,  and go in two completely different directions,   a good Game Master should accommodate that  by now running a second campaign. One for   This party and a second campaign for This Party. And while that sounds like a really cool idea,   and a really cool ideal, I disagree with that.  And I think it’s poor advice to be telling people   that a “good” Game Master should do this. And  if they don't do this, that would therefore   mean that they're not a good Game Master. First, this requires that a Game Master be   willing, or even able, to run a second campaign. I  mean, that’s a lot of time and energy right there,   and I doubt that most Game Masters can, or are  willing to accommodate something like that.  But the second reason is the Group itself. I’ve  said before that while the Game is certainly very   important to me, what’s also equally important  is the Group and hanging out with my friends,   and many gamers feel the same way as that. So if our campaign was to then split into 2   totally separate campaigns that are going on  simultaneously in the game world somewhere,   that now means that we’re not all getting to  hang out as friends any more because we're now   split up into two separate games, which was  part of the reason that we were even playing   together in the first place is because we just  wanted a good time to hang out with our friends.  So if a group has a Game Master that  is both willing and able to manage a   second and simultaneous campaign, and all the  players are fine with the fact that they're not   going to be hanging out with each other as much  because they're now in two basically completely   separate groups, that is cool if you have  that situation. Go forth. Have fun with it.  But I’m not one of those people, personally. So  if for some reason my group decided that they   were going to split the campaign up, with  half the characters going one direction,   and half the characters going another,  that's going to require that we have a talk.  Either one group is essentially going to  write themselves out of the game, with a   slim possibility of being revisited at some  future point, meaning that those players need   to give me some new characters to replace  the ones that just left our active campaign.  Or, the players could metagame this and  come up with a good reason that their   characters should really stick around. This is kind of like Han and Chewie at   the end of Star Wars. They got paid and they  were all like, “Cool, we’re outta here. We're   off to our own adventures.” Then they were all like,   “Wait, never mind. We decided to stick around  because we want to keep these characters.”  So while yes, I’m perfectly fine with letting  my players split the party during the course of   an adventure session, or maybe even run a special  1-on-1 game session for some side adventure that   we're going to do, my players understand that I’m  not going to be splitting my campaign up for them.  And no Game Master should feel obligated because  some stranger on a forum told them that’s what   they’re supposed to do if they want to  consider themselves a good Game Master.  Anyway that is it for this video. Hopefully  there was something here that you might have   found useful for both you and your group.  Just remember that there is nothing at   all wrong with splitting you party, at  least splitting your party temporarily.  They key to it is both When,  and How, you go about doing it.   Until next time gamers, you have a great day.  Flashing colored lights and the smell of fried  food greet you as you emerge from the Fun House   and back onto the Midway. Well, that was a bust.  Well, we at least got to rule it out. This is the last night of the carnival,   guys. If we don’t find that cannibal  clown tonight, he is going to get away.  I say we go back to the Fortune Teller.  Something about her seemed suspicious to me.  Todd, remember that Constitution  check that you failed earlier?  Yeah. Well, that   hotdog that you earlier ate is not sitting well.  And you need to use the bathroom like Right Now.  Uh oh. Guys you need to come  to the bathroom with me.  Damn right. No way are we splitting the party. You find a row of porta-potties tucked behind   a partition. The area stinks, and these things  look like they are well past due for a cleaning.  OK, then I’m going to try  to find one near the back.  Wait, if he goes in there alone, something  could happen to him while he's in there. We   can’t split the party. That’s a good point.   We’re all going to go in there with him. Guys, there is no way you are all fitting   inside of a carnival porta-potty, at least  not without a chance of knocking it over.  Fine, then could I go in there with him? Two of you could fit. I mean, it'd be pretty   tight and kinda weird, but sure. But if you go in there with him,   that’s going to leave me out here alone. He’s got a point. We can’t split the party.  Wait, I could leave the door open,  and you guys can keep an eye on me.  I’m not watching you poop, dude. Not again I’ll watch you poop.  Thanks, dude. And I’ll  watch you while I'm pooping.  Nah brother, because if you and I are watching  each other, then nobody is watching Dweebles.   So what we're going to do is I'm going  to watch you while you're taking a poop,   and then you're going to watch Dweebles,  and then Dweebles is going to watch me   watching you take a poop. That way none of  us are ever out of anybody else's sight.  Sweet, then that’s our plan. Guys, you know it'd be OK if   you actually do split up here. No way, brother. We are a party,   and a party sticks together, even  in the face of carnie-dog diarrhea.
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Channel: Seth Skorkowsky
Views: 54,074
Rating: undefined out of 5
Keywords: D&D, DnD, Dungeons and Dragons, Pathfinder, Call of Cthulhu, Game Master, GM, Dungeon Master, DM, Kult, Aliens, RPG, TTRPG, Tabletop, Roleplaying, Conan
Id: CVEnzu4z0Uw
Channel Id: undefined
Length: 22min 40sec (1360 seconds)
Published: Wed Jun 09 2021
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