My players have split into two different investigation parties in our most recent session, but the issue is that I don't know how to make it engaging for them. I wasn't really expecting this, and tried to roll with it, but I'm scared I'll either spend too much time on one party, as 'Party 2', is investigating stuff that's far more important/story-relevant, but I don't want to make Party 1 feel bored. Any suggestions from anyone familiar with this??
I did this when I was running the Stygian Gambit adventure. What helps is if you have a map, then you can figure out where everyone is. Also, a good strategy is to cut back and forth at climatic moments, so that you keep everyone excited.
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Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. He/Him.
Ravenclaw, bookworm, Lego fanatic, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and the theatre. If you want to ask me about something, send me a PM!
I absolutely love Korean mythology, so if you want to talk about that, feel free to!
My party was caught and thrown into prison, each to their own cell scattered around the dungeon. What I did was I had them throw initiative to see which order they would act. But I didn't have them make only one action per turn. Instead, their turn lasted for a minute or two until it was the next player's turn. That way they could spend for example ~20 seconds trying to listen to approaching guards or other voices before they attempted to pick/break the lock, and they would still have time to get a look what is behind the door before their turn was over. Eventually the party members found each other and became a split party of two each. Once two party members found each other, they shared initiative from that moment onward and they shared a turn.
My players have split into two different investigation parties in our most recent session, but the issue is that I don't know how to make it engaging for them. I wasn't really expecting this, and tried to roll with it, but I'm scared I'll either spend too much time on one party, as 'Party 2', is investigating stuff that's far more important/story-relevant, but I don't want to make Party 1 feel bored. Any suggestions from anyone familiar with this??
I did this when I was running the Stygian Gambit adventure. What helps is if you have a map, then you can figure out where everyone is. Also, a good strategy is to cut back and forth at climatic moments, so that you keep everyone excited.
Shoutout to the 2 Crew! - the cast of Not Another D&D Podcast
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. He/Him.
Ravenclaw, bookworm, Lego fanatic, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and the theatre. If you want to ask me about something, send me a PM!
I absolutely love Korean mythology, so if you want to talk about that, feel free to!
My party was caught and thrown into prison, each to their own cell scattered around the dungeon. What I did was I had them throw initiative to see which order they would act. But I didn't have them make only one action per turn. Instead, their turn lasted for a minute or two until it was the next player's turn. That way they could spend for example ~20 seconds trying to listen to approaching guards or other voices before they attempted to pick/break the lock, and they would still have time to get a look what is behind the door before their turn was over. Eventually the party members found each other and became a split party of two each. Once two party members found each other, they shared initiative from that moment onward and they shared a turn.
thanks for the advice, I'll try this out.