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Running the campaign for more than 6 players.
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<blockquote data-quote="Lylandra" data-source="post: 8058859" data-attributes="member: 6816692"><p>Wow, this is really a lot of players. Respect for keeping them all busy with your campaign <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Now, if the number isn't generally the problem (as most of the campaign can and will be resolved by talking and investigating and making sure everyone has a spotlight can be tough), you can easily adjust the setup, even if this might need some work.</p><p></p><p>In adventure 4, during the train section, you'll have cabins for four people. So you might need to use two cabins and maybe encourage to split the party's cover identities into separate groups as too large a group gains too much attention. (We found this "four person bedrooms" a bit silly as most people traveling by train are couples and just screamed "standard adventuring party")</p><p>But your players will benefit greatly from having so many spies on the train.</p><p></p><p>In adventure 6, you got 6 premade Ob PCs, but there is a whole host of other Ob officers you can choose from. All you have to do is to give them a bit more backstory. (Our DM did this as well because of the severe lack of female characters in the original roster) </p><p></p><p>Bonds is purely optional, and I agree that making up a character with the same uniqueness to their abilities will be a bit tough. Maybe add a skyseer character who is a student of the witch and expand upon divination themes. Or, if you happen to have a deva PC, use one of their previous incarnations. Or an ancestor of a flint-based PC. </p><p></p><p>Regarding the theme, I assume that your max player count is now 7? Which means 6/9 themes are occupied, leaving three for the new one. And having double themes isn't really that bad. Especially Dockers, Martial Scientists or Veterans are diverse enough and benefit from a communal experience.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 8058859, member: 6816692"] Wow, this is really a lot of players. Respect for keeping them all busy with your campaign :) Now, if the number isn't generally the problem (as most of the campaign can and will be resolved by talking and investigating and making sure everyone has a spotlight can be tough), you can easily adjust the setup, even if this might need some work. In adventure 4, during the train section, you'll have cabins for four people. So you might need to use two cabins and maybe encourage to split the party's cover identities into separate groups as too large a group gains too much attention. (We found this "four person bedrooms" a bit silly as most people traveling by train are couples and just screamed "standard adventuring party") But your players will benefit greatly from having so many spies on the train. In adventure 6, you got 6 premade Ob PCs, but there is a whole host of other Ob officers you can choose from. All you have to do is to give them a bit more backstory. (Our DM did this as well because of the severe lack of female characters in the original roster) Bonds is purely optional, and I agree that making up a character with the same uniqueness to their abilities will be a bit tough. Maybe add a skyseer character who is a student of the witch and expand upon divination themes. Or, if you happen to have a deva PC, use one of their previous incarnations. Or an ancestor of a flint-based PC. Regarding the theme, I assume that your max player count is now 7? Which means 6/9 themes are occupied, leaving three for the new one. And having double themes isn't really that bad. Especially Dockers, Martial Scientists or Veterans are diverse enough and benefit from a communal experience. [/QUOTE]
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