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Dealing With a Large Party of 7 PCs
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<blockquote data-quote="Xombie Master" data-source="post: 2620368" data-attributes="member: 36688"><p>Pacing, for me, is everything in roleplaying. Quick decisions promote exciting gameplay, especially during combat, or horror situations. Plus with a large group quick pacing helps ensure that soft-spoken players aren't left waiting to perform an action, and losing interest in the game.</p><p></p><p>Some tips:</p><p>Perfect the art of the Cliffhanger. If two players split off to check a door. Describe the door, ask them what they do, tell them to roll if necessary and then move on to the next player. If they roll particularly well, or even poorly, they should be on the edge of their seats waiting to find out what happens as a result.</p><p></p><p>Example:</p><p>Player - "Bill and I head back to check out that trapdoor we found."</p><p>DM - "Okay, you proceed down the damp tunnel. Once you reach the door, what do you do?"</p><p>Player - "Bill checks it for traps, and I assist him."</p><p>DM - "Both of you roll search checks." Looking over at the other players, "Okay, what are all doing?"</p><p></p><p></p><p>Be sure the player's pay attention during other people's turns. This will save you having to repeat battle conditions, flavor text, and everything else you have to tell them. In small groups, taking people aside works when describing something only certain PCs experience. Avoid this in large groups and enforce the rule of "no metagaming". For particularly juicy secrets, quick note passing should be fine.</p><p>I also require that any notes being passed between players come through me first. It's simple they write the note, indicating who recieves it, and I will pass it on. As a DM it's important to know what your player's are doing. Players scheming without your knowledge can quickly railroad the game towards only a couple of players interests, leaving the others hanging while you adjudicate some elaborate plot.</p></blockquote><p></p>
[QUOTE="Xombie Master, post: 2620368, member: 36688"] Pacing, for me, is everything in roleplaying. Quick decisions promote exciting gameplay, especially during combat, or horror situations. Plus with a large group quick pacing helps ensure that soft-spoken players aren't left waiting to perform an action, and losing interest in the game. Some tips: Perfect the art of the Cliffhanger. If two players split off to check a door. Describe the door, ask them what they do, tell them to roll if necessary and then move on to the next player. If they roll particularly well, or even poorly, they should be on the edge of their seats waiting to find out what happens as a result. Example: Player - "Bill and I head back to check out that trapdoor we found." DM - "Okay, you proceed down the damp tunnel. Once you reach the door, what do you do?" Player - "Bill checks it for traps, and I assist him." DM - "Both of you roll search checks." Looking over at the other players, "Okay, what are all doing?" Be sure the player's pay attention during other people's turns. This will save you having to repeat battle conditions, flavor text, and everything else you have to tell them. In small groups, taking people aside works when describing something only certain PCs experience. Avoid this in large groups and enforce the rule of "no metagaming". For particularly juicy secrets, quick note passing should be fine. I also require that any notes being passed between players come through me first. It's simple they write the note, indicating who recieves it, and I will pass it on. As a DM it's important to know what your player's are doing. Players scheming without your knowledge can quickly railroad the game towards only a couple of players interests, leaving the others hanging while you adjudicate some elaborate plot. [/QUOTE]
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