D&D 5E Advice for playing with a large group

pukunui

Legend
Hi all,

I have a question about playing with large groups.

While I personally prefer smaller groups of 3-4 players, one of the games I'm currently running has a total of six players. The reason I agreed to allowing the group to get that big is because we were frequently having trouble getting enough players to run sessions previously. I figured that with a total of six, we'd always have at least 3-4 able to play. As it turns out, this isn't always the case. However, on the odd occasion that everyone can make it, the game does tend to slow to a crawl, which is not something I particularly enjoy.

However, I am now in the position where we've had a guest player join us for a few sessions. She really knows her stuff, and all my regular players really like her, as do I. I actually want to invite her to join the group permanently. My only hesitation is that it would mean I'd technically have seven players, and I'm unsure of how to effectively DM for such a large group, should we ever end up with everyone present.

Assuming I go ahead and invite her to join, what are some things I should keep in mind for running a game for such a large group? I know I'll have to rejig most encounters so they're not too easy, and we'll all have to accept that we won't be able to get as much done in a session and that most combats will be a lot slower. Are there actual things I can get my players to do that will help keep things moving? Are there specific things I should do at my end of the screen?

Please hit me up with your tips and tricks for running games for large groups!

Thanks in advance!
Jonathan

p.s. For this group, I am currently running the Odyssey of the Dragonlords campaign, which is designed for 4-6 PCs, so adding a 7th will mean some recalculation of encounters will be necessary.
 

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One of my groups has 14 PCs. It's a blast. As long as the DM pushes the pace, I don't feel like the larger group slows down play significantly.

In order to make combat work, I do not use minis or a map and have removed initiative entirely. I have all the PCs act simultaneously. I give the players 6 minutes to describe their actions and take their turns. Anyone who doesn't announce what his/her PC is doing that round in the allotted 6 minutes, gets skipped.

To make out of combat situations work, I do not allow PCs to take back their actions. If a player jokes that his/her PC headbutts an innkeeper, the innkeeper is headbutted.

Other than that, I run the game as is. Everyone has a good time.
 

pukunui

Legend
Fourteen players! I can't even imagine running a game for a group that large. How do they even fit around the table? (Or is this an online game?)
 

Fourteen players! I can't even imagine running a game for a group that large. How do they even fit around the table? (Or is this an online game?)

We don't sit round a table. We use sofas. I sit in an armchair. Players sit according to party role.

We're pretty chill on the rules. Most players aren't native English speakers, so I handle most of the spells descriptions and other mechanics behind the screen.

The game is utterly chaotic. By the end of a 3-hour session, I'm absolutely exhausted, though.

To be fair, I've never run a game for a group fewer than 6 players. I suspect that going to from 4 to 8 is much more of an organizational jump than 8 to 14.
 

Burnside

Space Jam Confirmed
Supporter
Covid has caused a huge surge in the number of people wanting to play, and as a result since March I frequently run for groups of 7 even though my preferred size is 3-4. I’m currently running one group of 7 through Dragon of Icespire Peak, another completely different group of 7 through Curse of Strahd, and also run one-shots once or twice a month which are also usually for 7.

After 6 months of this, it works fine. My advice and observations:

-The DM absolutely has to push the pace more than they would with a smaller group. This can change the tone or style of the adventure. With 7 people, for example, you might prefer to montage travel sequences or “jump cut” or summarize through less dynamic parts of the story. Back off if the players are having fun, jump in when things are bogging down.

-With 7 players, not everyone will get the spotlight in every session. That’s fine. Just make sure to include something for that player next time.

- Combat needs a timer to keep things moving.
 

Also, be sure to tell the players to specialize. Generalist characters are much more useful in parties of 3-4. In larger groups, generalist rarely see the spotlight. In my group of 14, the party's minotaur monk specializes in jumping. Due to the size of the party, he stands out.

I'd say the basic specializations for a mid to large party to fill are:
  • Defense specialist (built to hold chock points; fighter, barbarian, paladin)
  • Melee damage specialist (rogue, barbarian, fighter, paladin)
  • Ranged damage specialist (rogue, fighter, ranger, warlock, sorcerer, wizard)
  • battlefield controller (wizard, druid, cleric, sorcerer, bard)
  • party face (Bard, Sorcerer, warlock)
  • scout (rogue, diviner, druid, ranger, bard, warlock)
  • Healer (cleric, druid)
  • Buffer (cleric, wizard)
  • Movement guy (built to get to difficult to reach places; monk, wizard, druid)
  • Anti-mage guy (counterspeller, monster hunter ranger, Mage Killer feat)

Here's an example party:
  1. Cavalier Fighter (Defence specialist)
  2. Mage-Killer Berserker Barbarian (Melee damage specialist, anti-mage)
  3. Evocation Wizard (battlefield controller, ranged damage specialist)
  4. Grave Cleric (buffer, healer)
  5. Lore Bard (battlefield controller, face)
  6. Shadow Monk (scout, movement)
 
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Goonalan

Legend
Supporter
I've DMed entire (Games Design degree) classes playing D&D in the past- 20+ players at one time, as with above- montage and jump cut (a lot) get to the action, be the loudest voice in the room when you have to and impose limits- "you have thirty seconds to tell me what you're going to do", I found it easier in class because I could have big visuals a screen showing maps/NPCs/battlemaps.

Everything gets a little more loosey-goosey, there's no counting squares for movement or spells et al, just add or subtract to the roll and announce it before the roll (or just don't tell them).

Give bonuses (a chip/counter) to players that get their actions done quickly.

Stop at the end of the round and explain further if lots of PCs have been asking questions regarding the situation- something that needs to be ironed out for play to continue at pace.

It can get nasty/trouble when the multi-POV roleplay kicks off, I've maybe done the class size groups a dozen times in the course of my career, at least two of the parties didn't make it out of the tavern (or wherever we started) after either causing their (potential) patron to leave/die/attack them, or else they've culminated in an intra-party genocide event.

To recap.

1) YOU have to manage it.
2) Combat can work if there are rules- strictly adhered to, skip a PC that dithers- they'll hate you for a while (maybe 6-8 months) but y'know, whatever.
3) Get to the interesting stuff, everything is else is TV.
4) Have everything you need ready to do, say and show. If that's your style, and that works best (imho) if the situation is apparent to all (it stops all of the questions). It also makes sense if there are noobs in your midst.
5) Don't look stuff up, make it up based on what you know/remember.
6) Make decisions quickly- stick to them, no matter how absurd they appear later.
7) Give PCs the info they need, that way they can figure things out for themselves- Goblin's AC is... and now everyone knows.
8) Give players any jobs you can hand off.
9) It's exhausting- plenty to drink, keep the larynx oiled.

Obviously the above is for 20+

Seven... doddle.

Kidding, adapt and survive.

The killer, for me, is big groups on VTT- nightmare.

Toodles.

Gonnalan
 

aco175

Legend
My biggest thing is to recruit players to assist you. Have one track initiative and another helps newer players with spells and looking up stuff. Need help finding minis or terrain- that's another player (so what if one player knows what is coming). You can also prep stuff in encounter bags to pull out quickly. Giant sheets of pre-drawn maps works good, but we have been using the old dungeon tiles for so long now.

There is also a co-DM or assistant-DM. Another player who knows the rules and often DMs himself that can help with rules and movement and such. I have also players or the helper DM role monster attacks and direct some of their actions to speed things up. I always have player roll damage on themselves from monster attacks. These would keep the players in on the flow of the game. You will have plenty to keep you busy, so any rolls you can dish out frees you up and players like rolling dice anyways.
 

Burnside

Space Jam Confirmed
Supporter
I would agree that with 7 players the game pretty much works as written with minor but important adjustments. I run combat pretty much normally, battlemaps/roll20 and all (just make sure to balance - party of 7 can handle very tough encounters due to action economy being king) but with a 45-second timer per turn. If you have 14-20 people it's a different game. But 7 is still very recognizably standard 5E.
 


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