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Message no. 1
From: MikeE@******.dragonsys.com
Subject: "Team" adventure ideas needed
Date: Wed, 24 Jan 1996 12:15:59 -0500
My wife and I are planning to run an ambitious
adventure in about a month. We have eight new
players, most of whom have never even
role-played before, and what we'd like to do is
split them into two groups who start out the
adventure hearing some deathbed clues about
the location of some computer chips. As in "Its
a Mad, Mad...World", they split up in a race to
find the chips. Once the chips are found, they
discover they need to cooperate to actually use
them, and the adventure builds to it's climax.

Without 2 GMs, I wouldn't even consider this.
But with 2 GMs, you only have 4 new players per
GM, and down time etc. can be minimized.

The potential for derailment is enormous,
however. What if the blue team decides to
ambush the red team after the first ten minutes?
What if they decieded to stick together instead
of competing (not as bad, but still a waste of
good oportunities)? What if after getting the
idea of competing in the first part, they refuse to
cooperate in the second?

I'm looking for suggestions for a "bag of tricks" I
can use to keep this adventure on track. Any
and all ideas are welcome.

Double-Domed Mike

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