Anti-Party
If players don’t like something, they murder it. It’s not their fault, really. The game tells them at character gen that they’ve got a thousand and one fun options for murdering things, then rewards them with treasure and XP for successfully completing the murders. That’s why I love the idea of an anti-party so much. They’re fellow adventurers cut from the same cloth as the party. They might arrive first at the chamber o’ loot, take credit for saving the town, or (most unforgivable of all) deal slightly more damage than a PC. The best anti-parties aren’t evil though, which is what makes it so delicious. They are antagonists that the party can’t murder. Or at least, they can’t murder them without severe social repercussions. And watching a team of battle hardened murder hobos struggle against their instinct to maim and slaughter is a refreshing change of pace.
You’ve met Paladin before, back when he was toying with the idea of joining our main cast of Heroes. Since then he’s done a bit of recruiting, and has put together his own team of (from left to right) Oracle, Barbarian, and Sorcerer. Over the next few weeks, we’ll watch as Fighter and the rest of the gang compete against their opposite number in the Anti-Party. Gods help them.
What do you guys think? Are our Heroes are up for the challenge? And have you ever encountered an anti-party in your own games? If so, how’d things end up? Did you resort to murder? Become unlikely friends? Humiliate them publicly? Let’s hear it in the comments!
THIS COMIC SUCKS! IT NEEDS MORE [INSERT OPINION HERE] Is your favorite class missing from the Handbook of Heroes? Maybe you want to see more dragonborn or aarakocra? Then check out the “Quest Giver” reward level over on the The Handbook of Heroes Patreon. You’ll become part of the monthly vote to see which elements get featured in the comic next!
Ah, the ever classic “Your worst enemy is the anti-versions of yourselves.” Was in a game not too long ago where we ran into this very trope ourselves, though I can’t speak to the “Good vs Evil” thing because alignment was very… subjective in that game. What I CAN say is they kicked our butts, mainly because we broke the first rule of Tabletop and split the party. I’m proud to say I nearly slaughtered both my Counter and the enemy Leader, but alas there’s not really any good counter to a ranged casting specialist as a Swashbuckler, and our Captain went down far too easily.
I guess quick draw + daggers works OK as a ranged option for swashbucklers (thanks, Precise Strike!), but if Casty McJerkface is flying up at 35 ft. you’re right. Not much you can do.
Did you ever get back at the anti-party after that first defeat?
Unfortunately it wasn’t long after that that the game fell apart, our GM was hanging too much of the plot on emotionally torturing the Captain and finally hit that breaking point.
You ever read “The Covenant of the Arcs” by Chris Perkins? Great article on structuring a campaign to avoid this problem. Page 77 or so:
http://www.wizards.com/dnd/files/DM_Experience_2011.pdf
So this problem comes up a lot more in 5E due to the stat spread of the classes, but wow; the anti-party’s really lopsided:
3 charisma focuses, 2 strength focuses, no dexterity, intelligence or wisdom in the entire group.
Naw, man. There’s totally an Int-focus. Barbarian has a PhD. Girl rolled rocks during character gen.