[RPG] How to run a session where two opposing parties play at the same time

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A player of mine had an interesting concept where two parties who are opposed to each other would play at the same time in the same session. In essence the plot would be a group of thieves have been hired to steal some kind of magical artefact from a castle, and the first part of the session would be this group infiltrating the castle and getting to the artefact.

Once they remove it however, of course alarms will go off, or a pair of patrolling guards will see it's missing on their next rotation. This would then introduce the second party who are a group of elite guards.

I was thinking the easiest way to run it would be to give each group 30 seconds to decide their course of action, and then act upon it. The guards will have a map so they can point out to the DM where they want to move next, and the thieves will have a map revealed to them as they travel along that they can point at to try and avoid metagaming as well as other punishments for metagaming. Naturally the two parties will be at opposite ends of the room.

How can I run a session like this where there are two opposing parties in the same session?

All the players have shown a lot of interest in trying this idea out for a one-shot. I am hoping to use some online resources to help run it; any specific ideas are welcome, but should be supported by experience (per Good Subjective, Bad Subjective).

Best Answer

Sounds like Epic Adventures from Adventurers League.

D&D Epics are exciting multi-table events where participants cooperate in a “mass raid” of truly EPIC proportions; as every table works toward the same goal, individual tables act as squads that might take on different tasks, possibly affecting other tables or unlocking side quests needed to progress the event.

An Epic Adventure has a structure consisting of 1-hour missions, each played by a different table. Every mission has a different objective and grants different bonuses when completed. There are also events that, when triggered, grant immediate bonuses or penalties to all tables.

You need another DM

Each table has their DM, so they can play simultaneously. You need to have another DM to take care the other party and communicate if the other party affect your party ("The guards successfully turned on the emergency light, your stealth rolls now has -2 penalty").

However, if you are planning to solo DM, I suggest to convert the "hide-and-seek" showdown to a combat showdown, ended with either the capture of the thieves or their escape. It is more manageable, without losing the narrative conclusion.

If your group is not into combat, you can change it to a skill showdown.

  1. Gives each party 3 objectives that are solved by skill checks against DC or other party's opposing check.
  2. Each party takes turn to complete objectives.
  3. Each successful objective grant bonus or penalty to subsequent checks, to you and your opponent, respectively. This mimics "events" in the Epic Adventure.
  4. Each successful objective also grant bonus or penalty to the final skill contest.
  5. Final skill contest is whoever wins three times first, win the game.

Using this method, you as the DM have to adequately interpret and narrate the result of their checks to build the tension toward the final skill contest.

Last note, "hide-and-seek" with traversing the map round by round will be tedious and takes a lot of time, even with two DMs. That's why I suggest you to ditch the hide and seek and use alternative.

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