Heya Guyzos,
I currently play in a group of 9 members. I co-DM. The other DM and I rotate running separate campaigns and we meet weekly, usually Sunday's. In Dave's campaign, we're nearing the end of RttoEE. After that we'll be starting a new campaign.
With 8 players, combat takes forever. We've instituted a 6 second rule to speed things up, but that really hasn't changed much.
Furthermore, the group is divided in a number of different ways on opinions. Half the group prefers low-magic campaigns, the other half doesn't care or prefers high-magic. Along roughly the same division, half the group would enjoy mixing up different systems (Toon, Spycraft, Super-heroes, etc.), and the other half only wants to play D&D. And a third division, again split roughly the same, wants to play in a home-brew world for Dave's new campaign and the other half abhorrs home brews.
It would seem to me then, that the group would be perfectly suited in splitting. Also, we have 3 players who would like to join our group who can't because of the size.
The one factor that goes against splitting is the chemsitry we have as a group. EVERYONE genuinely likes each other. In the 6 months the groups been together, true friendships have been made. Everyone likes playing together, and everyone likes to hang out from time to time on non-D&D nights.
So has anyone had any experience with splitting a gaming group? Did it destroy the chemistry and friendships established? Did going your separate ways and not seeing each other weekly cause those bonds to weaken?
That about summarizes the issue. Thanx for the input. I'd write more, but Taco Bell is about to close and I want to eat!
Sparxmith
I currently play in a group of 9 members. I co-DM. The other DM and I rotate running separate campaigns and we meet weekly, usually Sunday's. In Dave's campaign, we're nearing the end of RttoEE. After that we'll be starting a new campaign.
With 8 players, combat takes forever. We've instituted a 6 second rule to speed things up, but that really hasn't changed much.
Furthermore, the group is divided in a number of different ways on opinions. Half the group prefers low-magic campaigns, the other half doesn't care or prefers high-magic. Along roughly the same division, half the group would enjoy mixing up different systems (Toon, Spycraft, Super-heroes, etc.), and the other half only wants to play D&D. And a third division, again split roughly the same, wants to play in a home-brew world for Dave's new campaign and the other half abhorrs home brews.
It would seem to me then, that the group would be perfectly suited in splitting. Also, we have 3 players who would like to join our group who can't because of the size.
The one factor that goes against splitting is the chemsitry we have as a group. EVERYONE genuinely likes each other. In the 6 months the groups been together, true friendships have been made. Everyone likes playing together, and everyone likes to hang out from time to time on non-D&D nights.
So has anyone had any experience with splitting a gaming group? Did it destroy the chemistry and friendships established? Did going your separate ways and not seeing each other weekly cause those bonds to weaken?
That about summarizes the issue. Thanx for the input. I'd write more, but Taco Bell is about to close and I want to eat!
Sparxmith