Monday, September 2, 2013

Clichè: Splitting the Party

It has become something of a clichè in D&D wisdom to say, "Never split the party".  This is generally meant as a survival tactic, and is grounded rather well in logic.  The more members of a group there are, the less likely they will be defeated, especially when the classes support one another in important ways.

 Eg.   You head out ahead of the party to check out the orc encampment.  A patrol of 4 orcs might well be able to subdue you and take you prisoner or plain kill you in combat...without even sneaking up on you.  If your buddies were there it would be a snap.



That is really from the player's tactical perspective.  There are other Dungeon Master and story concerns regarding this issue.  Sometimes, using "Don't split the party" as a maxim can interrupt the logic of the session, campaign, or the game world itself.  Here is a dramatization of something that occurred in the first adventure of a campaign I am starting up with some coworkers and friends:

Extended Example
      DM:   You hear sounds that are generally associated with large camps, blades sharpening, conversation, fires.

      Ranger PC:   I am going to scout ahead, and stealthily circumvent the camp and come up behind it.

      DM:  Stealth check please.  And perception check.

      Ranger PC:    6 on the stealth and 12 on perception.

      DM:  Just as you reach the edge of the camp and see a number of orcs sitting around a cook fire, one of many, you snap a large tree branch and two of the orcs look in your direction as they rise from their places around the fire.

      Ranger PC:  I want to use my ability to hide in minimal cover and beat a retreat.

      DM:  OK, roll....

To my mind, all of the PCs decisions were logical and character based.  Did she split the party?  You bet.  However, as a rather stealthy ranger why would she want her half-orc and priest companions mucking up her ability to remain hidden?  As a DM this leads to yet other issues.

One is, now I have other players at the table who literally cannot do anything in the game.  Until the action switches back to their characters- which would leave the Ranger PC observing- or until the Ranger PC's actions and story bring her back to the party, the other players are just watching and waiting.  They get bored.  They take out cell phones, futz on i-pads, get a drink, go to the bathroom, twiddle their thumbs, shoot spitballs, etc.  Not ideal.

Furthermore, I have a delicate choice to make.  Does the orc patrol that spots the ranger consist of the normal 4-6 orcs?  They would mop her level one ranger up in a heartbeat.  But that would fit the logic of the game world.  I wanted to see what would happen if she got subdued/captured after her failed sneak check, but alas that would leave the other players waiting with nothing to do.

My solution at that moment was to have only the two orcs bother to get up to follow.  In retrospect, I think I would have had the other PCs make perception checks to hear things off in the distance and given them one or two rounds before they could enter the combat against a full size orc patrol.  It would have satisfied the need for release of tension after the sneaking around and getting spotted, it would have been a good fight, and everyone would have been involved.


The current play-test/pre-release rules for D&D Next include a fairly robust 'exploration' mechanic, that can be used when players are traveling and/or exploring.  This might help alleviate the problem in this specific case.  So, when the ranger describes scouting out ahead of the party and it feels right, it doesn't have to negatively impact others at the table by 'splitting up'.

The greatest issue here is that sometimes characters split up because it seems cool, or like the right thing to do.  We want to reward players who think in this way and who make decisions based on what their character would do.  It also allows the players to get a little more time in the spotlight and to feel special.  As a DM I say use this technique sparingly as there are so many drawbacks. A DM can easily split the party any time he/she feels like it, but do not over do it.


How have you dealt with this situation at your table?    How do you suggest I deal with it in the future?


I look forward to reading your comments.  Til next time!


-DM Josh  

2 comments:

  1. There are several different ways to deal with this sort of thing, but focusing on your particular example you could have tried Player Control.

    Scenario: Ranger sneaks solo and encounters orcs around campfire. Ranger makes noise, Orcs hear it.

    Possible solution: have the _other players_ play the orcs, and let them decide what to do. If they need some stats, toss the sheet out in front of the screen, or write down a few relevant details on a post it note or whatever.

    Outcome: Players are not idle; as to the rest see where it ends up.

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    Replies
    1. I am not sure I am ready to give the players that much control over the NPCs/monsters, but I like the outside the box thinking!

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