Multi-Group Epics

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Multi-Group Epics

Yes
9
90%
No
1
10%
 
Total votes: 10

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Bane
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Multi-Group Epics

Post by Bane »

Is there any interest in having multi-group epic adventures where at least three groups are involved in the same adventures(similar to what Augur is doing in EU)?
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Re: Multi-Group Epics

Post by Pender Lumkiss »

Bane wrote:Is there any interest in having multi-group epic adventures where at least three groups are involved in the same adventures(similar to what Augur is doing in EU)?
Lars and Pender are bringing the 13th and Black Company closer and closer... Only two groups, but I hope it has felt epic.
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Re: Multi-Group Epics

Post by Hans Greuber »

More like the Sword of Damocles... :P
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Re: Multi-Group Epics

Post by Tribe of One »

Yeah, that's more of a two groups enter, one group leaves kind of thing. :mrgreen:

To be honest, I'm fine with some common themes and events, but I don't really care to interact directly with other groups, if nothing else because 1) We'll try to kill each other, and someone will get miffed whether that works or if they're prevented; and 2) Eight players per group can be ungainly enough, waiting on 16 or 24 would be impossible.
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Re: Multi-Group Epics

Post by Radecliffe »

Tribe of One wrote:Yeah, that's more of a two groups enter, one group leaves kind of thing. :mrgreen:

To be honest, I'm fine with some common themes and events, but I don't really care to interact directly with other groups, if nothing else because 1) We'll try to kill each other, and someone will get miffed whether that works or if they're prevented; and 2) Eight players per group can be ungainly enough, waiting on 16 or 24 would be impossible.
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Re: Multi-Group Epics

Post by Daniel »

See the Outskirts Mini Adventure 20 plus people in a massive fight....
Do a lot of Quick Combat.

:)

There are ways to do it. If groups wanted to form up / team up why not. But it would be a lot of work on GM(s) parts.

Ultimately, sure why not if GMs are up to it. End result is Fun? then do it.
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Re: Multi-Group Epics

Post by Maximilian »

Tribe of One wrote:Yeah, that's more of a two groups enter, one group leaves kind of thing. :mrgreen:
Yep. The Black Company is a smear on the battlefield. They just don't know it yet.
I voted yes, because sure, why not? However, it would take some heavy coordination and a lot of quick combat, like Lars said. I think you'd have to impose a post schedule similar to what Tribe does in New West. GM posts are on X and Y days regardless of who has posted, or else you end up waiting forever for people who aren't as johnny on the spot as others.
It's also difficult to give 16-24 people a chance to shine if it's not a pure combat situation. The other way to pull it off would be each group tackles a particular end of an assignment with a common goal. Infiltrating a top secret coalition installation? One group secures the gate, one sets boobytraps on the motor pool, last group breaches the lab and steals the stuff and/or bombs the storage room with the anti-d-bee chemical.
Also, just gave myself an adventure seed for my home game, if I ever get back to it.
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Jude Maverick
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Re: Multi-Group Epics

Post by Jude Maverick »

Maximilian wrote:
Tribe of One wrote:Yeah, that's more of a two groups enter, one group leaves kind of thing. :mrgreen:
Yep. The Black Company is a smear on the battlefield. They just don't know it yet.
I voted yes, because sure, why not? However, it would take some heavy coordination and a lot of quick combat, like Lars said. I think you'd have to impose a post schedule similar to what Tribe does in New West. GM posts are on X and Y days regardless of who has posted, or else you end up waiting forever for people who aren't as johnny on the spot as others.
It's also difficult to give 16-24 people a chance to shine if it's not a pure combat situation. The other way to pull it off would be each group tackles a particular end of an assignment with a common goal. Infiltrating a top secret coalition installation? One group secures the gate, one sets boobytraps on the motor pool, last group breaches the lab and steals the stuff and/or bombs the storage room with the anti-d-bee chemical.
Also, just gave myself an adventure seed for my home game, if I ever get back to it.
That's essentially how they run multi-table epics for D&D at cons. While I've never done an epic, I did do the D&D Next playtest multi-table event Vault of the Dracolich. Everyone came in a different entrance, each table had a leader with a "Helm of Telepathy" and could contact another table leader to pass information or ask for help, and in the final battle every table had a different job. One group (mine) had to keep the dracolich occupied. Another was fighting off the zombie hordes. The third table was figuring out the puzzle statues to shut down the magical protections. It was pretty fun, but there was little overall interaction between the groups.
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Re: Multi-Group Epics

Post by Jude Maverick »

How does it work in EU? (Since I'm not over there).
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Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
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Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Re: Multi-Group Epics

Post by Corrigon »

People from different groups and games brought together
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Re: Multi-Group Epics

Post by Venatus Vinco »

Jude:

On EU they have done epics a variety of ways. This most recent one I think they took players from various groups and mixed them together into a different configuration. Each group then worked on a part of a plot line. It was also an "out of time" experience so they weren't pulled from their regular game but it happened in a dream or whatever (but the players still got xp). High Command GM's one of those groups, he might be able to comment further.

Other times, it's been cross over for a short window like the defense of MercTown. Where all groups were working to fight off a demon invasion. Or, as mentioned above groups all working toward the same objective but different parts.

In all but a few cases they maintained the group size of 8 players or less.

One, non-epic case was a group vs. group scenario that saw one group hired to hunt another then both ending up having to work togeter. It was, I think, fun for the players but mired in some of the issues identified above.

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Re: Multi-Group Epics

Post by Jude Maverick »

Ah, okay. Sounds kind of cool, especially if it doesn't mess with existing groups too much. I like the idea of the small 8 man group from mixed SETS in "fluid" time (though dream time might be a bit of a letdown).
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Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
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Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Re: Multi-Group Epics

Post by Pender Lumkiss »

Tribe of One wrote:Yeah, that's more of a two groups enter, one group leaves kind of thing. :mrgreen:

To be honest, I'm fine with some common themes and events, but I don't really care to interact directly with other groups, if nothing else because 1) We'll try to kill each other, and someone will get miffed whether that works or if they're prevented; and 2) Eight players per group can be ungainly enough, waiting on 16 or 24 would be impossible.
I do think Tribe hits a couple of notes. Even with quick combat I would imagine it would be laborious to resolve that many actions. To some of Tribe's points while the 13th is chasing down the BC, I like to think it has been a relatively slow burn with them discovering more about the BC and the situation/power struggle within the city of gloom. When and if the two groups meet it will most likely be resolved in a quick combat.
But having 3-4 objectives of a larger story and or plot point campaign and having the successes and failures directly impact what each group is trying to accomplish would be something fairly easy to do. I am really in favor of a reactionary world for the PCs to play in and would be up to to do this with the 13th(probably could starting next quad). For any players in vampire kingdoms I would rather not do it with that group because you are already in an epic shitstorm.
Oh I did also want to mention it works pretty nicely if the GM's are in each other's games. It makes it so they know where the two groups are and what is going on on each adventure thread.
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Re: Multi-Group Epics

Post by Tribe of One »

Let me start by saying I've enjoyed the 13th/Black Company crossover so far, and I trust Pender and Lars to handle it well as we go forward.

But I really hope we're not given an opportunity to actually fight each other, and certainly not with a quick combat. Here's why:

* Although it's been pretty well-telegraphed on a meta level that the BC's treachery was a frame job, and we're supposed to figure that out before we actually come to blows, I don't think it's that clear in-game yet, and there's a distinct possibility we'll enter combat with our characters thinking they're legitimately the evil-doers we've been led to believe. At that point, introducing some artificial barrier to actually having it out would feel, well, artificial. If the 13th is not going to blow them to smithereens (which, as we all know, is a foregone conclusion if it comes to that :mrgreen: ) then the knowledge that they were framed needs to be made indisputably clear before we they get within range of our rail guns.

* A quick combat would leave everyone feeling cheated. How much of a bonus will the dominant group (the 13th) get on quick combat rolls to simulate their superiority? Imagine you're one of the losers (BC), and you get whacked as the result of a bad dice roll. Or worse, you're on the winning side and get a bad roll, without ever getting to put into play all of your resources? How is success interpreted? Anything less than the total annihilation of the BC is going to appear unfair from the 13th's perspective, considering the heavy ordinance and sheer bad-assery on our side of the table (I kid, sort of, but also not really.) If you're going to do actual PvP, I think you need to give everyone a chance to put all their cards on the table, so to speak, or there will inevitably be hard feelings.

* Now, imagine any of the above scenarios with players less awesome/understanding/collaborative than ours.

So, yeah, while I like the idea of various groups' actions impacting a shared adventure environment -- even to the point of one group's successes or failures making things more difficult for another group -- I think direct confrontations between groups should be avoided, outside of some sort of Fight Club environment where everyone is aware of and agrees with those stipulations beforehand.
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Re: Multi-Group Epics

Post by High Command »

there's been a few Epics on EU.

One, hardly anyone playing remembers. It went poorly and that was that. Augur can reply, but safe say reshuffling teams without regard doesn't work.
The second was bit more of a shared storyline with the two GMs for each shared group working together and running concurrently. We had a full scale demon invasion of Merctown and we had people defending the gates and hitting enemies in the outer areas, etc. One particularly cool moment had a CS soldier in a Glitter Boy Killer working side by side with a Glitter Boy. It also happened both were good ole boy hicks. Good times. Oh yeah, then Tiree gave them coffee from a little girl that had the egg of an alien intelligence in it that would have grown into a full on minion. The CS soldier saved, but still has to deal with the fact he now is psychically active and the egg casing is fused with hiso spine; The glitter boy pilot is Cory's player. So I'll let you ask him. :D

This Epic we did an EP buy in. Buy in, get a return on investment if you stick with it and survive (we're pulling no punches), but the way you get pulled is timey-wimey. My group all walked through a door (any door, doesn't matter) and walked through in their normal continuity. But in the split moment that becomes its own timeline, they walked into an english manner in a pocket dimension and were told the Book of Heroes (Rifts Artifact that is way cooler sounding than it is) chose them to save reality from the Mechanoids. My group hasn't figured out their end goal (but are running around Bath England) and have fought some deevils. There's a powerful group that has fought mechanoids and is about to raid a place where a death goddess is having a non-humanoid body made for her so she can get the humanoid hating mechanoids as her own personal minions. They are also currently in Bath, by way of Asgard. One group is working on infiltrating the mechanoid mother ship (Augur's Group). And one is working out its next step (Hobo Joe's group).

As for a multi-group epic here, I'd suggest rather a shared storyline where multiple groups work towards mutual goals at the same time. Someone would have to work out the ultimate planning and handing out of tasks (given how much we GMs are cross pollinated across the groups).
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Re: Multi-Group Epics

Post by Bane »

Also, none of the GM's and AGM's (Assistant GM's) were allowed to join the current epic on EU because the plot lines were getting talked about in GM threads.
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Re: Multi-Group Epics

Post by Pender Lumkiss »

Tribe of One wrote:Let me start by saying I've enjoyed the 13th/Black Company crossover so far, and I trust Pender and Lars to handle it well as we go forward.

But I really hope we're not given an opportunity to actually fight each other, and certainly not with a quick combat. Here's why:

* Although it's been pretty well-telegraphed on a meta level that the BC's treachery was a frame job, and we're supposed to figure that out before we actually come to blows, I don't think it's that clear in-game yet, and there's a distinct possibility we'll enter combat with our characters thinking they're legitimately the evil-doers we've been led to believe. At that point, introducing some artificial barrier to actually having it out would feel, well, artificial. If the 13th is not going to blow them to smithereens (which, as we all know, is a foregone conclusion if it comes to that :mrgreen: ) then the knowledge that they were framed needs to be made indisputably clear before we they get within range of our rail guns.

* A quick combat would leave everyone feeling cheated. How much of a bonus will the dominant group (the 13th) get on quick combat rolls to simulate their superiority? Imagine you're one of the losers (BC), and you get whacked as the result of a bad dice roll. Or worse, you're on the winning side and get a bad roll, without ever getting to put into play all of your resources? How is success interpreted? Anything less than the total annihilation of the BC is going to appear unfair from the 13th's perspective, considering the heavy ordinance and sheer bad-assery on our side of the table (I kid, sort of, but also not really.) If you're going to do actual PvP, I think you need to give everyone a chance to put all their cards on the table, so to speak, or there will inevitably be hard feelings.

* Now, imagine any of the above scenarios with players less awesome/understanding/collaborative than ours.

So, yeah, while I like the idea of various groups' actions impacting a shared adventure environment -- even to the point of one group's successes or failures making things more difficult for another group -- I think direct confrontations between groups should be avoided, outside of some sort of Fight Club environment where everyone is aware of and agrees with those stipulations beforehand.
That's a lot of great feedback and I will work with Dan to see if we can come to another resolution that does not involve you feeling cheated.
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High Command
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Re: Multi-Group Epics

Post by High Command »

Bane wrote:Also, none of the GM's and AGM's (Assistant GM's) were allowed to join the current epic on EU because the plot lines were getting talked about in GM threads.
Actually several GMs and AGMs did. We actually have separate forum and chats.
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Maximilian
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Re: Multi-Group Epics

Post by Maximilian »

Pender Lumkiss wrote:That's a lot of great feedback and I will work with Dan to see if we can come to another resolution that does not involve you feeling cheated.
Makes me wonder what was planned originally, and if you're actually going to alter the endgame or you're just being Pender and poking at us.
:?:
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Re: Multi-Group Epics

Post by Tribe of One »

Maximilian wrote:
Pender Lumkiss wrote:That's a lot of great feedback and I will work with Dan to see if we can come to another resolution that does not involve you feeling cheated.
Makes me wonder what was planned originally, and if you're actually going to alter the endgame or you're just being Pender and poking at us.
:?:
You know he just takes whatever we say and uses it against us. I had to be extra careful to not mention cheerleaders, or sex-crazed android groupies, or earthbound mutant valkyries... Oh, wait. Damn it.
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Re: Multi-Group Epics

Post by Bane »

High Command wrote:
Bane wrote:Also, none of the GM's and AGM's (Assistant GM's) were allowed to join the current epic on EU because the plot lines were getting talked about in GM threads.
Actually several GMs and AGMs did. We actually have separate forum and chats.
I could have swore that had been the case...
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Re: Multi-Group Epics

Post by Daniel »

Working as multiple teams on same side = combat against different objectives, regular or Quick = great.

Going against each other like the BC and 13th will be doing = guess we will see how it goes when it happens. ;)

I for one will make sure that the battle ground is on the East Texas University ground....
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Re: Multi-Group Epics

Post by Ndreare »

I would love to play in a multi game played well.

But I have not idea how to do it in practice as a GM.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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