Once a Fool
First Post
Over the course of our current campaign (now level 7-9, once level 1), our group size has climbed from 4 players (and 1 DM) to around 8-10, depending on the weather.
This is the largest group I have ever DMed for, and I find, week after week, I have some severe problems with management.
First, the time. We only have one day a week (most weeks) to collectively get together and then only for 4 hours. To make matters worse, the majority of the group consistantly has difficulties in showing up on time (including my girlfriend).
When we are together, we don't tend to accomplish much, as focus gets divided. I personally am finding that I have problems holding the attention of 8-10 people simultaniously, while still giving each player personal attention.
I need to find a way to streamline some things, but I have a couple of parameters that seem contradictory.
1. I do NOT want to limit inter-party and off-topic discussion, because I feel that these help the party and the players to grow together as a group. I do not want to interfere with the party dynamic by limiting the player's modes of speach.
2. I do NOT want to force knowledge onto the characters. That is to say, I feel that discovery is a fundamental aspect of adventure and the players often create their own puzzles. I do not want to cut down on that.
Now, I have figured that I may be able to get people to show up on time by having all late-comers (including my girlfriend and myself) pay into a "snack fund," though I am loathe to do it, as it makes it seem kind of like charging to play. This is, I suppose similar to P-cat's "Paying of the Pig," but I don't know if it is really a workable solution.
I also have figured that if I get the players to take a few minutes at the begining of sessions to collectively come up with a priority list for the session, they will both refresh their memories about the campaign (since they don't really take notes!) and also help them to focus some. I've had an opportunity to get them to do this once, and the first part was helpful; the second maybe not so much.
But I need more. Combats are slow, attentions drift and I have to find a way to streamline our game.
The best idea I have is one I can only encourage, that being that the players discuss the game outside of the session. This is sometimes possible and sometimes quite unlikely, depending on the players.
So...
Please, anyone with tips here, I could really use them.
Much obliged,
Once a Fool
This is the largest group I have ever DMed for, and I find, week after week, I have some severe problems with management.
First, the time. We only have one day a week (most weeks) to collectively get together and then only for 4 hours. To make matters worse, the majority of the group consistantly has difficulties in showing up on time (including my girlfriend).
When we are together, we don't tend to accomplish much, as focus gets divided. I personally am finding that I have problems holding the attention of 8-10 people simultaniously, while still giving each player personal attention.
I need to find a way to streamline some things, but I have a couple of parameters that seem contradictory.
1. I do NOT want to limit inter-party and off-topic discussion, because I feel that these help the party and the players to grow together as a group. I do not want to interfere with the party dynamic by limiting the player's modes of speach.
2. I do NOT want to force knowledge onto the characters. That is to say, I feel that discovery is a fundamental aspect of adventure and the players often create their own puzzles. I do not want to cut down on that.
Now, I have figured that I may be able to get people to show up on time by having all late-comers (including my girlfriend and myself) pay into a "snack fund," though I am loathe to do it, as it makes it seem kind of like charging to play. This is, I suppose similar to P-cat's "Paying of the Pig," but I don't know if it is really a workable solution.
I also have figured that if I get the players to take a few minutes at the begining of sessions to collectively come up with a priority list for the session, they will both refresh their memories about the campaign (since they don't really take notes!) and also help them to focus some. I've had an opportunity to get them to do this once, and the first part was helpful; the second maybe not so much.
But I need more. Combats are slow, attentions drift and I have to find a way to streamline our game.
The best idea I have is one I can only encourage, that being that the players discuss the game outside of the session. This is sometimes possible and sometimes quite unlikely, depending on the players.
So...
Please, anyone with tips here, I could really use them.
Much obliged,
Once a Fool