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Largest Party Size you have ever Participated in/DM'd?
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<blockquote data-quote="Blue" data-source="post: 7534910" data-attributes="member: 20564"><p>I've run 12 at a convention, that was really tough. I really had to focus on keeping everything moving, there were a lot of compromises I made to that which didn't let me deliver as good as an experience as if I had fewer.</p><p></p><p>I've been run as part of 12 at a convention as well but it had two co-DMs. And we would recombine and split the party to take advantage of that. Actually, more than once becuase one time at the convention there was party vs. party where the DMs ended up combining for a fight between the different parties (it made sense and was done cool). That was probably 10-12 as well, and the fact that there was two DMs didn't help as much because we were all in the same place taking part in the same combat.</p><p></p><p>I've been part of 20+ when a friend who ran multiple Champions games would have his one a year big "crossover issue". (Think Avengers: Infinity War.) That was really cool for the RP and really, really, <em>really</em> horrible for anything that involved combat. (Champions combat is ALREADY slow and cumbersome.)</p><p></p><p>I'm part of a group of ... 9 players, though probably really 8. DM runs with at most 7, and if more than that show up, they are seated in order of seniority. Harsh but it's never come up - with that many players we're always down some enough that it's not a factor. If a player isn't their, their character isn't there. Zero processing cycles on them. Yes, it breaks the narrative a bit, but that doesn't mean it isn't useful.</p><p></p><p>If you are making people keep a single initiative roll for the night, I'd suggest you arrange seating the same so you can just go around the table.</p><p></p><p>BTW, your rule about group RP happening in initiative order I think will greatly slow things down, the opposite of what you need with many players. If you are worried about a few players hogging the discussion spotlight, tell them that and deal with it directly. But the natural flow of conversation is pretty quick. If you really want to do something, there's plenty of real-world-tested conversation methods to make sure it's orderly and everyone is heard.</p></blockquote><p></p>
[QUOTE="Blue, post: 7534910, member: 20564"] I've run 12 at a convention, that was really tough. I really had to focus on keeping everything moving, there were a lot of compromises I made to that which didn't let me deliver as good as an experience as if I had fewer. I've been run as part of 12 at a convention as well but it had two co-DMs. And we would recombine and split the party to take advantage of that. Actually, more than once becuase one time at the convention there was party vs. party where the DMs ended up combining for a fight between the different parties (it made sense and was done cool). That was probably 10-12 as well, and the fact that there was two DMs didn't help as much because we were all in the same place taking part in the same combat. I've been part of 20+ when a friend who ran multiple Champions games would have his one a year big "crossover issue". (Think Avengers: Infinity War.) That was really cool for the RP and really, really, [I]really[/I] horrible for anything that involved combat. (Champions combat is ALREADY slow and cumbersome.) I'm part of a group of ... 9 players, though probably really 8. DM runs with at most 7, and if more than that show up, they are seated in order of seniority. Harsh but it's never come up - with that many players we're always down some enough that it's not a factor. If a player isn't their, their character isn't there. Zero processing cycles on them. Yes, it breaks the narrative a bit, but that doesn't mean it isn't useful. If you are making people keep a single initiative roll for the night, I'd suggest you arrange seating the same so you can just go around the table. BTW, your rule about group RP happening in initiative order I think will greatly slow things down, the opposite of what you need with many players. If you are worried about a few players hogging the discussion spotlight, tell them that and deal with it directly. But the natural flow of conversation is pretty quick. If you really want to do something, there's plenty of real-world-tested conversation methods to make sure it's orderly and everyone is heard. [/QUOTE]
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