Most
of our campaigns have no trouble with parties moving in and out of
danger, but normally most players maintain a limited number of group
formations to cover all occasions. Push your players understanding
and enjoyment of movement in unfriendly or downright dangerous territory.
Closer
scrutiny of the basic ramifications behind party formation in various
threatening circumstances and/or topography can enhance the overall
use of teamwork during play. Sure, the thief in the party might need
to check for traps in lead of the parties passage, but who covers
his ass best if worst comes to worse? Avoid the embarrassing outcome
of throwing your dead thief’s body ahead of the retreating party to
detonate traps as they escape having not achieved their goal because
the loss of said thief (often your cleric, not a bonehead fighter,
is the best choice for second man). We might be used to character
pieces in movement order, but never underestimate a good old varsity
playbook.
Promote each group to record alternative party formations (perhaps
on 3x5 cards or such) after discussion of strengths and weaknesses.
This is not to create a static party order remaining unchanged between
each new formation use, but as a starting point for your group to
begin more understanding between fellow adventurers. Once party number
and abilities are weighed, a limitless catalogue of ’Play Formations’
can be amassed over time. How many ways are there to move through
a five-foot wide tunnel eight feet high? Well... is there eminent
magical protection or attack expected ahead, should the mage and his
protection/detection ability be near the front? Are there chances
of complex traps having been laid, or was your thief’s check upon
entry into the complex enough, should he proceed the party? Does the
party need one or two lead characters. Who brings up the rear...and
why? Underground, out-of-doors, within urban settings or wilderness,
two or three dimensionally.
All
of these and many more can be covered BEFORE any encounter. Using
colored pens and/or unique symbols to represent individuals or player
classes, have the party draw out scenarios for events such as first
contact, surprise attack, or a simple exploratory incursion.