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The Fall of Civilization
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<blockquote data-quote="the Jester" data-source="post: 4587038" data-attributes="member: 1210"><p>Yes to the warlord question.</p><p></p><p>My experience is, it makes fights take longer if you account for it when building encounters, and you really need to. My notes are filled with things like "this is a level 5 encounter for five pcs, a level 6 encounter for four pcs and a level 4 encounter for 6-7 pcs..." </p><p></p><p>I have a long tradition of parties with nicknames like "the adventuring 30" and stuff. My game pretty much always has mad numbers of players in it, and I have a bunch of other people who would love to get into it, as well. Although, with a number of my players having moved away or gotten newborn children in the last year, it's cut down on the press a little bit.</p><p></p><p>When we play with a smaller party, things move a little faster, but we're pretty quick at full strength, too. We're almost always missing at least one person at any given time, though. A quorum is the dm (me) and three players. "The game goes on" is an important principle to maintain with a large group. While a smaller group can afford an "everyone has to be here to play" philosophy, it's simply hard to get 9 grown up people with lives together to play a game for six to eight hours once a week. We all have other, outside things going on sometimes; if we waited for everyone to be free, we'd have to cut a couple hours off the front and back of the game due to work schedules and we'd miss six out of seven weeks. Screw that! The game goes on. </p><p></p><p>Another good thing to remember with a large group is, I can't predict the party. I mean, I have a pretty good idea of what the pcs are going to do in the next session- but I could be wrong. Moreover, usually there's a debate in the party at major forks as to which one to choose; and if they make a decision at the end of the game, that decision could change if a different group of players is present at the start of the next game. This has led to hours of wasted prep in the past... I had about a game's worth of stuff done up for when they were going to take the alternative route out through the dragon's tunnel and make rafts, but they changed their minds at the start of the next game and went back towards the xvart city, cleverly avoiding my cool "build a fungus raft" skill test, as well as the cool "ride a fungus raft down the rapids and an Underdark waterfall" skill test. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /></p><p></p><p>Big groups kick ass, though. Lots of awesome personalities lead to lots of awesome roleplaying leads to lots of awesome plot hooks and adventures. I've had small groups, too, and those are cool, too; but massive groups- damn, but I love them.</p></blockquote><p></p>
[QUOTE="the Jester, post: 4587038, member: 1210"] Yes to the warlord question. My experience is, it makes fights take longer if you account for it when building encounters, and you really need to. My notes are filled with things like "this is a level 5 encounter for five pcs, a level 6 encounter for four pcs and a level 4 encounter for 6-7 pcs..." I have a long tradition of parties with nicknames like "the adventuring 30" and stuff. My game pretty much always has mad numbers of players in it, and I have a bunch of other people who would love to get into it, as well. Although, with a number of my players having moved away or gotten newborn children in the last year, it's cut down on the press a little bit. When we play with a smaller party, things move a little faster, but we're pretty quick at full strength, too. We're almost always missing at least one person at any given time, though. A quorum is the dm (me) and three players. "The game goes on" is an important principle to maintain with a large group. While a smaller group can afford an "everyone has to be here to play" philosophy, it's simply hard to get 9 grown up people with lives together to play a game for six to eight hours once a week. We all have other, outside things going on sometimes; if we waited for everyone to be free, we'd have to cut a couple hours off the front and back of the game due to work schedules and we'd miss six out of seven weeks. Screw that! The game goes on. Another good thing to remember with a large group is, I can't predict the party. I mean, I have a pretty good idea of what the pcs are going to do in the next session- but I could be wrong. Moreover, usually there's a debate in the party at major forks as to which one to choose; and if they make a decision at the end of the game, that decision could change if a different group of players is present at the start of the next game. This has led to hours of wasted prep in the past... I had about a game's worth of stuff done up for when they were going to take the alternative route out through the dragon's tunnel and make rafts, but they changed their minds at the start of the next game and went back towards the xvart city, cleverly avoiding my cool "build a fungus raft" skill test, as well as the cool "ride a fungus raft down the rapids and an Underdark waterfall" skill test. :( Big groups kick ass, though. Lots of awesome personalities lead to lots of awesome roleplaying leads to lots of awesome plot hooks and adventures. I've had small groups, too, and those are cool, too; but massive groups- damn, but I love them. [/QUOTE]
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