I am GMing a game for the first time and we are 2 sessions in. We are playing D6 star wars, and its tending to be comic, which is great. There are 5 players, which manageable but quite busy. They are all completely new to table top RPG.
In my experience most games go better if the party keeps together, everyone gets more 'screen time' and plot advances faster. However I don't want to outright say "stay together" because its a very role play orientated game and normally the reasons they split up make sense.
In order to tempt, but not force, them to spend more time as a group I am thinking of introducing a house-rule, confidence. This would be:
When the entire party is in one location, (can see or hear each other directly) they gain confidence from the group presence. While they feel the effects of confidence they gain a pip in all abilities including force skills.
(A pip in D6 is a small increase in ability)
This seems like a satisfactory explanation for why things might be easier together and it's probably not a game breaking advantage. It is ment to act a carrot to encourage them to stay together wherever it seems plausible. I am worried, however, that there might be some achilles heel that I can't see due to my inexperience. I would be very grateful for input from more experienced GMs.
So, have I missed something important?