Ep.19: Troupe Style Play
In this episode, Jamie and Scott dig into troupe-style play—campaigns where each player might run multiple characters over time instead of a single, fixed PC. We talk about what changes when you treat the cast as an ensemble instead of a party, and how that shift can affect spotlight, continuity, and the kinds of stories your table can tell.
Using games like Ars Magica, Pendragon, Blades in the Dark, Street Fighter, and Call of Cthulhu as examples—plus related play styles like West Marches, (featured in the newest Critical Role campaign), we trace how different designs handle rotating characters, support casts, and backup sheets. Some lean into covenants, households, or crews as the “real” protagonist; others quietly assume you’ll have replacement investigators or alternates waiting in the wings.
We also get practical. Why would you run a campaign in troupe mode? How do you build emotional investment when players are juggling multiple sheets? What are the pros and cons—the real pitfalls like prep overhead, continuity snarls, uneven buy-in—and what tools actually help you avoid them?
For more on the discussion of System and Style check out our written articles and Scott’s additional thoughts on specific systems on our YouTube channel.
Topics discussed:
00:00:45 What is Troupe Style play
00:07:15 Why?
Philip José Farmer's The Dungeon Series
00:16:50 Pros and Cons
00:30:00 The Funnel/Attrition
00:39:00 Generational Play
00:42:00 Exploring the setting
00:49:40 The Hex Crawl
Legendary Kalmatta #61 OSE West Marches Hexcrawl Actual Play
00:57:00 Implementation