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	<title>Comments on: Multi-Party Adventuring</title>
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	<description>Ramblings of a Nerd who likes to play D&#38;D</description>
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		<title>By: Tommi</title>
		<link>http://dndnerd.com/multi-party-adventuring/comment-page-1#comment-7538</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Tue, 08 Jul 2008 16:13:10 +0000</pubDate>
		<guid isPermaLink="false">http://dndnerd.com/?p=181#comment-7538</guid>
		<description>Here&#039;s a few practical tips that I have used when running a game that does not assume a party structure:

1. Ask every player (or group of players whose characters are together) in order: &quot;What do you do?&quot;. After this, adjudicate what they do in arbitrary order, as long as it remains brief. If it takes a long time, skip to the next player or ask another question.

I have no idea how this works in a game like D&amp;D with extremely long battles.

2. Give palyers time to think. If someone is in a tough situation, is facing a puzzle, or was hit with a plot revelation, skip to the next player. This takes pressure off players and provides useful cliffhangers.

3. Let uninvolved players play NPCs (or monsters or familiars). &quot;The guard just wants to keep his job and stay alive. First level fighter. Understands some elven. Has a family.&quot; Doing this with significant NPCs is interesting and fun, but takes guts and does not work in all playstyles.</description>
		<content:encoded><![CDATA[<p>Here&#8217;s a few practical tips that I have used when running a game that does not assume a party structure:</p>
<p>1. Ask every player (or group of players whose characters are together) in order: &#8220;What do you do?&#8221;. After this, adjudicate what they do in arbitrary order, as long as it remains brief. If it takes a long time, skip to the next player or ask another question.</p>
<p>I have no idea how this works in a game like D&amp;D with extremely long battles.</p>
<p>2. Give palyers time to think. If someone is in a tough situation, is facing a puzzle, or was hit with a plot revelation, skip to the next player. This takes pressure off players and provides useful cliffhangers.</p>
<p>3. Let uninvolved players play NPCs (or monsters or familiars). &#8220;The guard just wants to keep his job and stay alive. First level fighter. Understands some elven. Has a family.&#8221; Doing this with significant NPCs is interesting and fun, but takes guts and does not work in all playstyles.</p>
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