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<blockquote data-quote="Imaculata" data-source="post: 7197968" data-attributes="member: 6801286"><p>Indeed. I often limit my group of players to around 4, because anything more and it becomes difficult to manage the spotlight. That said, 6 can work just fine, but you might want to switch the spotlight to different players frequently to keep everyone involved and entertained.</p><p></p><p></p><p></p><p>This also is great advice. A lot of DM's start off too big. They overprepare, before even being settled in as a DM, or being comfortable with their own group of players. If you start out small, you can always start over if it doesn't work out. Something my old group used to do quite often, is switch DM's every few weeks, where each DM ran a small campaign of only a few sessions, that took place in the same shared world.</p><p></p><p></p><p></p><p>Definitely this. What Critical Role does well, is show people who have never played D&D, how much fun it can be. But it is by no means a guidebook regarding what is expected of a DM nor of the players. The players should not be expected to play like professional voice actors. And as a DM you should find a way of running the game that you feel comfortable with. </p><p></p><p></p><p></p><p>Matt narrates a lot in an entertaining way, including player actions. That is nice for a YouTube audience, but in a game with your friends, they might want to narrate those bits themselves. Critical Role is in the end a show that people watch, and not entirely how people typically play the game. Its not wrong, but its different. Find your own style.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7197968, member: 6801286"] Indeed. I often limit my group of players to around 4, because anything more and it becomes difficult to manage the spotlight. That said, 6 can work just fine, but you might want to switch the spotlight to different players frequently to keep everyone involved and entertained. This also is great advice. A lot of DM's start off too big. They overprepare, before even being settled in as a DM, or being comfortable with their own group of players. If you start out small, you can always start over if it doesn't work out. Something my old group used to do quite often, is switch DM's every few weeks, where each DM ran a small campaign of only a few sessions, that took place in the same shared world. Definitely this. What Critical Role does well, is show people who have never played D&D, how much fun it can be. But it is by no means a guidebook regarding what is expected of a DM nor of the players. The players should not be expected to play like professional voice actors. And as a DM you should find a way of running the game that you feel comfortable with. Matt narrates a lot in an entertaining way, including player actions. That is nice for a YouTube audience, but in a game with your friends, they might want to narrate those bits themselves. Critical Role is in the end a show that people watch, and not entirely how people typically play the game. Its not wrong, but its different. Find your own style. [/QUOTE]
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