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Post by brainsnaffler on Jan 19, 2012 11:54:52 GMT
Ok, I'm currently writing my latest episode of my Doctor Who RPG and I thought I would benefit from the raft of knowledge and experience of you all here in an innovative way of splitting my group up. Ok here's a bit of background: The Doctor, a young man by the name of Terrence (a bit like Adric), and a robotic construct known as the Artificer or "Arty" (similar to Kamelion) are in 2011 London. They have travelled to an IT company who's phone Ap has surprising abilities similar to the Doctors Sonic Screwdriver in that it can access and manipulate most electronic devices. The problem is that someone is using the ap for ill purposes and machines etc. are going haywire and trying to kill them. On top of this, there have been several disapearences of computer experts all rumoured to have been in the process of potentially creating a virus to stop this phone app. UNIT have got in contact with the Doctor and asked him and his group to go and investigate the company and find out who's behind all of this. Inside the company there are 2 main areas to investigate in terms of the machine. The first is the main console, the second is the storage device. The problem is that in past adventures, I have created a mechanical crisis in 2 locations and I have split them up by requiring a person at each station to fix it. I don't really want to be that predictable by doing the same again. Any ideas on how I can split the group up to enable more interaction from the companions in this and not just have the Doctor fix everything?
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Post by brainsnaffler on Jan 19, 2012 11:58:11 GMT
If it helps clarify, I wouldn't mind keeping the group seperate for the rest of the adventure (like rose in Dalek). The only thought I had was to have the computer seal the doors in the building and seperate them that way. Obviously, the Doctor would want to get to the computer to stop the problem, but then what would the companions do?
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Post by garethl on Jan 19, 2012 14:23:56 GMT
Assuming that there are still (evil) employees in the building and the group takes the front entrance.
The metal detectors go off when Arty walks through them and security take Terrence and Arty to another room to sort things out. The Doctor presumably showed his Psychic Paper and is let through, but Terrence and Arty haven't showed valid IDs.
Have a corridor with identical looking doors and a time limit. The group will have to split up to search every room before security arrives.
Have the intercom ask Terrence and Arty to come to room 101 .... alone!
Edit(added in later): Lifts! With the electronics going haywire a lift may leave before the Doctor steps in!
Good luck!
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Post by da professor on Jan 21, 2012 14:16:15 GMT
Perhaps one location they have to get to is in one bit of the building, the other is in another and all the emergency doors are deadlock sealed. The companions will have to deal with the thing on their side using knowledge they've picked up from their travels with the Doctor.
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Post by Marnal on Jan 21, 2012 16:46:51 GMT
Is there no way to get the player being the Doctor to send the companions off to solve minor problems while he solves the big stuff? That's what often happened in the classic series. The TARDIS crew would voluntarily split up to cover more ground in their investigations.
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Post by zebaroth on Jan 22, 2012 5:22:08 GMT
why split them up to begin with staying together can be good. always give players an element of choice IMO. But it is your game so if I were going to separate the PC's I would have them get lost. because of chase with somthing
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Post by garethl on Jan 22, 2012 8:28:21 GMT
why split them up to begin with staying together can be good. always give players an element of choice IMO. This is the reason why: I agree with you that it shouldn't become a railroad, but splitting the group up increases the chance that the Terrence&Arty will be more active and contribute more to solving the problem. Another idea for a split up: Have the Doctor (no money) send Terrence & Arty to somehow acquire(buy/steal/borrow) a phone with the app.
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Post by brainsnaffler on Jan 23, 2012 10:37:13 GMT
Hi everyone. Thanks for the ideas on this topic, they were really useful.
Yes Zebaroth keeping the group together is not really an issue for me other than what Gareth's pointed out.... if I did that, the players of Terrence and Arty tend to direct all rolls to the Doctor to make and take more of a back seat. I want to gently push them into having to make descisions and actions themselves once in a while and splitting the group temporarily is a way to do that.
I have taken some of the advice given and created a problem for each character including stopping a crisis involving the machine, finding out who was the sabetour who started the crisis and getting to the main console to stop whomever it is.
I also like the point of the metal detector at the entrance. I never thought about that!
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Post by zebaroth on Jan 28, 2012 2:05:17 GMT
the players of Terrence and Arty don't seem understand the rules of the game IMO. But you do as you see best it is your game. and every one is there to have fun. just an idea why not talk to the player With The Doctor about rolling for them. In the old tv show the doctor was a mentor to his companions and often let them find there own way. And the end they became better because of having Known The Doctor
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Post by brainsnaffler on Jan 29, 2012 9:38:03 GMT
Will do Zebaroth. The issue stems from the group liking dr who but none are die hard fans (except me). More casual watchers. I am aiming to have some words with the doctor. All players are half decent roleplayers so it shouldn't be too much of an issue
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