Adventuring Parties

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Adventuring Parties

Terminology

Term Name: Adventuring Party

Description: A party is a group of characters who wish to work together on an ongoing basis

Abbreviation or Synonyms: Party

Rule Type: Character

Adventuring parties are one of the backbones of the game. They allow the game to function at its highest levels.

Adventuring Party Definition

Over the history of the game many hundreds of players have come and gone. Many stick around for long periods of time and get into all kinds of adventures over the years. Others never really get engaged or maybe don't find what they are looking for. The primary difference between the two is often that players who band together into parties tend to have a better time overall.

There are a couple of different reasons for that. From just a basic structure standpoint, parties are groups of people who often become very close real world friends over a long enough window of time. When you spend 10 hours during a weekend most months with the same group of people that tends to happen. This inherently makes the game a lot more fun, because now you are doing cool things with friends.

Groups also help keep each other entertained. Maybe you don't have anything happening right now, but the druid in the party has something they really want to look into. Now you have something to care about too.

From a staff perspective groups help tremendously with allowing targeted plots to function. If an average event has 60 or 70 players, even with many GMs learning 60 or 70 character histories and then writing specific plots for all of those characters is a lot of work. And remember the GM's are all volunteers with other parts of their lives to keep balanced too. Then those same GMs need to come up with normal plots, plus lores, running PIPs, and still find time to be a PC themselves. It can easily get overwhelming. However, it is practical to try getting a plot together for each group. Sending targeted plots at a group of players is significantly more manageable.

Forming Groups

How do you go about forming a party? That's sometimes the hardest part. There are different ways groups form. Sometimes it's just two people get together and start playing together every event. Then they add another person and another, until suddenly there is a full group.

Other groups form when 6 players all talk and decide they would like to join forces. Some groups are real life friends who come to events as a collective and decide to explore Novitas together.

Players leave over time, players have real world responsibilities, or move away. When that happens groups will recruit new players, and if they can't do that, sometimes groups that aren't full size will sometimes merge together to make one group from the remains of 2 (or more).

Groups sometimes have themes of what they are interested in doing and sometimes they are just people who enjoy each other's company.

Benefits

Not only are players who join parties more likely to have a good time and stick around, but there are other perks as well. Adventuring parties will get priority assignment when shift balance is figured out each year. Parties are kept together so they can accomplish the goal of playing together.

Parties of 4 or more active players also get stories aimed at them on a regular basis. Roughly twice a year these plots will have bonus rewards, epic items, as part of them. Independent characters can still acquire epic items in play, but we can't reasonably give out one epic item per character, it would simply be too many on a yearly basis.

Many parties also eventually create encampments where they can rest between adventures. While any individual can do this, having a group to work with leads to less burn out all around and often brings out the coolest looking encampments.

Limitations

Groups should never be so large that more than 6 players show up on a regular basis. It's hard to put an exact limit on groups because if a group is full of people who attend irregularly we want them to be able to still work together. On the other hand if a group were 10 people who all attend every event... that is too many. We never want to get into a situation where half of a shift everyone is part of the same group. That makes awkward situations for the people who aren't in the group and skews the game into being about that party.

When you retire an existing character (or your character perishes) the next character you bring into the game should not be part of the same party. Go out and meet more people, make additional friends! This rule is in place not only to encourage branching out, but also to help prevent the game from breaking down into cliques. Its worth pointing out that if you spend all of your time with a group, but aren't a "member" of that group, that still counts for what this rule is intended for.

You may find that you want a new character to come into the game and see where they naturally fit in. This is interesting and immersive. But, be careful. Out-of-game players have friends that you are likely going to fit right back in with. This can lead to the same issue. Sometimes you need to metagame (in the good way) talk to other players out-of-game to arrange for a meeting or a reason to join a new group.

Encampments

Parties create in game places to gather and make into a sort of temporary home which we call encampments. There is no restriction on what an encampment can look like or where it can be (though some locations are prohibited from being used by players because they are reserved for encounters). Most parties choose to use one of the lean-to's that are available at the site, but some find other unusual locations instead. Encampments can move from event to event, but generally cannot move in the middle of an event.

One of the primary uses for an encampment is as a place to keep encampment items, powerful tools parties have access to which cannot be stolen.

References

Encounter Limits

While we strive for immersion and a natural unforced feeling at game wherever possible, sometimes we need to make rules to help with the flow of the game. By sacrificing some immersion in one area we create more opportunities elsewhere.

One of these situations is the character limit on encounters. The town is full of adventurers looking for action. If little Timmy falls down a well and needs help, but 30 characters respond... it's very difficult to plan a balanced encounter. This is why there are limits on how many can respond to encounters.

When going to an encounter (outside of the Town Zone) players should always deliberately limit themselves to 6 total player characters. NPCs acting as hooks should keep a head count of how many PCs are coming to the encounter, and say something if there are too many. Comments like "I don't think you'll need so many people to help with this" or "You seem tough enough not to need that much help" can be used to clue PCs in to the fact they are over the encounter limit.

PCs under level 20 do not count towards this limit, but that is not an invitation to bring thirty level 19 PCs to an encounter, these characters do not count to allow experienced parties to bring new PCs along so that new PCs can get in on the fun as well.

Sometimes the sounds of an encounter brings other nearby PCs. If you are one of those PCs it is your responsibility to stay at least a short distance away and let the encounter play out. Standing there watching is still a form of participating in an encounter. Your very presence limits where creatures can roam or prevents things like an ambush from behind. Providing spells is a form of contributing to an encounter too.

In summary good encounter etiquette is to let the group that went on the encounter go on the encounter alone. Stay back, out of sight of whatever is happening. If people who went on the encounter come back and ask for help or after things go quiet THEN go see what happened.

Encampment Items

An encampment item is a subtype of tinkering item that is completely stationary. They must be kept at a party's encampment in order to be used and are never lootable. Each party can have at most one of each encampment item shared between them unless the item explicitly says otherwise.

Many encampment items have a fixed number of uses per event, all members of the party share those uses between them. Like many magic items, once the item has been used up for the event the item must wait until the next event to be used again. Parties are expected to have a means that works for them to determine how many uses remain for these items.

An encampment item that states that "party members" get some benefit can only be used by members of the party who own the encampment item. If the encampment item has a blanket effect (such as a Grounding Stone, then it applies to anyone who visits the encampment. For other items that don't specify party members and aren't blanket effects, any member of the party who owns the item may allow any other character to use that item. Parties are allowed to designate temporary extra members for an event up to a total of 6 people (counting existing permanent party members). A player character may only be part of one party at a time and can't change party mid-event.

When individuals who are not in parties make encampment items that are used by a party they may create a temporary party for the event and share the encampment item with up to 5 other individuals who do not have a party or encampment of their own. Those individuals can't use another encampment for the duration of the event they do this.

Categories: Character Rules | Terminology


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