Geode
05-10-2011, 02:26 AM
In my campaign, I intend to have each PC go on a few solo missions. This will be a very rare occurrence, but I'm trying to keep them on their toes. Instead of simply calling them for one-on-one sessions I thought up a way for everyone to be involved.
All of the players that are not involved will take on the roll of the antagonist for that mission. So let's say that Protagonist Rogue Nimblebutt has a mission to steal the Gem of Awesome from the generic palace. All of the other characters will take on the roll of the palace guards. I will hand out roles out of earshot of the protagonist, and give them all a couple of personality traits and a very brief history so they can role play the guards (and so I don't have to micromanage each movement and personality). Maybe guard 1 doesn't actually care about his job and slacks off while guard 2 takes his job very seriously. I was also considering having someone being assigned to guard captain and being in charge of assigning the patrols.
Antagonist players gain experience for fantastic role playing and a small bonus for the whole group if they catch the elusive Nimblebutt (Weighted to be more worth it to role play well). Nimblebutt gains experience for escaping with the Gem of Awesome, and also a bonus if he is never seen or if he doesn't kill anyone.
I was thinking that I could handle this two ways. On the honor of the guards by actually putting the rogue's location on the map, or having the rogue hang out with me as we make secret checks (and number the battle grid sort of like a chessboard A-T, 1-28)
So what do you all think? Will this work? Are there flaws? What might absolutely ruin my plan? What suggestions would you make?
All of the players that are not involved will take on the roll of the antagonist for that mission. So let's say that Protagonist Rogue Nimblebutt has a mission to steal the Gem of Awesome from the generic palace. All of the other characters will take on the roll of the palace guards. I will hand out roles out of earshot of the protagonist, and give them all a couple of personality traits and a very brief history so they can role play the guards (and so I don't have to micromanage each movement and personality). Maybe guard 1 doesn't actually care about his job and slacks off while guard 2 takes his job very seriously. I was also considering having someone being assigned to guard captain and being in charge of assigning the patrols.
Antagonist players gain experience for fantastic role playing and a small bonus for the whole group if they catch the elusive Nimblebutt (Weighted to be more worth it to role play well). Nimblebutt gains experience for escaping with the Gem of Awesome, and also a bonus if he is never seen or if he doesn't kill anyone.
I was thinking that I could handle this two ways. On the honor of the guards by actually putting the rogue's location on the map, or having the rogue hang out with me as we make secret checks (and number the battle grid sort of like a chessboard A-T, 1-28)
So what do you all think? Will this work? Are there flaws? What might absolutely ruin my plan? What suggestions would you make?