5 ms·
> All of the players were part of a single squad, and working (and cooperating) as individuals for their own benefit. Sorry, I'm not sure if this is specifical
by cthalupa 2y ago
> All of the players were part of a single squad, and working (and cooperating) as individuals for their own benefit.
Sorry, I'm not sure if this is specifically referring to Chainmail or early D&D. If the latter, this is explicitly not how Gygax (and Arneson) ran their campaigns back in those days, though. They had groups of people playing that fluctuated in the 30-50 player range, and people often had multiple characters specifically because they frequently did not have the same people at the table each session. They were in the same shard, persistent world, but there were many different parties, and they all decided on their own goals. These often conflicted - adversarial interactions between groups were things that happened! B2 - Keep on the Borderlands - even includes a lot of details around how the DM should handle such situations, how the players can protect their treasure from other players, etc.
- upwardbound 2y agoThat sounds amazing!!! I would love to be part of a gaming community like that (in-person I mean) with party vs party interactions in a single unified & fluid unfolding plot. The closest thing I've read about to this (but never participated in) is the "Grand Quest" in Drew Hayes' excellent litrpg series Spells, Swords, & Stealth, which is still being written. The audiobook format version of the series is especially captivating. https://www.audible.com/series/Spells-Swords-Stealth-Audiobooks/B018WJ5YUG https://www.audible.com/series/Spells-Swords-Stealth-Audiobo...
- cthalupa 2y agoIt's a very different way to play than most people get to experience now, and one that I think is a lot more fun! Ben Milton of Questing Beast has a great video on the concept - https://www.youtube.com/watch?v=slBsxmHs070 https://www.youtube.com/watch?v=slBsxmHs070
- upwardbound 2y agocool! Thanks for sharing this