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A big group splitting up (problems before the Age of Worms)
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<blockquote data-quote="Altamont Ravenard" data-source="post: 2985075" data-attributes="member: 14700"><p>Hello all,</p><p></p><p>I'd like some input on the following situation:</p><p></p><p>We're a rather big group (7 players including me) that doesn't get to play D&D very often, mainly because of the group's size, and the difficulty of rassembling (almost) all players for a game.</p><p></p><p>Lately, I've been wanting to play more, and the solution I've thought of is splitting the group in two. I'd DM the two groups of 3 in the Age of Worms adventure path.</p><p></p><p>We're all good D&D friends, and splitting the group up is not the ideal solution, but in (almost) every game we play with 6 players and the DM, there are always players who do nothing for some time, causing even more distractions, which makes the game bog down even more, even with the DM and every player's best efforts.</p><p></p><p>Furthermore, we're all kind of nostalgic of when we played in smaller groups. The dynamic in a smaller group is much better, there are no overlapping of character abilities. Most of us feel that, in this case, "smaller is better" (to play).</p><p></p><p>We all realize that, D&D being in great part a social game, by doing this, we're pushing away slightly the "social" part of D&D, much to our disliking. </p><p></p><p>You can't have your cake and eat it too, as they say.</p><p></p><p>A solution some of us thought up would be to use pre-gen characters, and that some players would switch group, after each adventure, so that, over time, everyone will get to play with everyone else.</p><p></p><p>A group of 3 characters can be sometimes strechted thin (and from what I've read of Age of Worms, it's not a cakewalk and lots of groups have suffered many losses) so I proposed to add in each group a 4th character. The players would choose which character they want to play, and the 4th character will become, for the time he's playerless, an accompanying DMNPC.</p><p></p><p>When a player will switch groups, he'll always have a choice between 2 characters to play, lowering the chances for each player of playing a character he doesn't like to play.</p><p></p><p>So there's my situation. What are your opinions on the subject? (mainly<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>1) Splitting the group</p><p>2) Imposing pre-generated characters</p><p>3) the Age of Worms adventure path</p><p>4) What would you suggest for a competent group of 4 characters to take on the Age of Worms adventure path?</p><p>5) Anything else you feel like sharing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Thanks in advance for your comments,</p><p></p><p>AR</p></blockquote><p></p>
[QUOTE="Altamont Ravenard, post: 2985075, member: 14700"] Hello all, I'd like some input on the following situation: We're a rather big group (7 players including me) that doesn't get to play D&D very often, mainly because of the group's size, and the difficulty of rassembling (almost) all players for a game. Lately, I've been wanting to play more, and the solution I've thought of is splitting the group in two. I'd DM the two groups of 3 in the Age of Worms adventure path. We're all good D&D friends, and splitting the group up is not the ideal solution, but in (almost) every game we play with 6 players and the DM, there are always players who do nothing for some time, causing even more distractions, which makes the game bog down even more, even with the DM and every player's best efforts. Furthermore, we're all kind of nostalgic of when we played in smaller groups. The dynamic in a smaller group is much better, there are no overlapping of character abilities. Most of us feel that, in this case, "smaller is better" (to play). We all realize that, D&D being in great part a social game, by doing this, we're pushing away slightly the "social" part of D&D, much to our disliking. You can't have your cake and eat it too, as they say. A solution some of us thought up would be to use pre-gen characters, and that some players would switch group, after each adventure, so that, over time, everyone will get to play with everyone else. A group of 3 characters can be sometimes strechted thin (and from what I've read of Age of Worms, it's not a cakewalk and lots of groups have suffered many losses) so I proposed to add in each group a 4th character. The players would choose which character they want to play, and the 4th character will become, for the time he's playerless, an accompanying DMNPC. When a player will switch groups, he'll always have a choice between 2 characters to play, lowering the chances for each player of playing a character he doesn't like to play. So there's my situation. What are your opinions on the subject? (mainly:) 1) Splitting the group 2) Imposing pre-generated characters 3) the Age of Worms adventure path 4) What would you suggest for a competent group of 4 characters to take on the Age of Worms adventure path? 5) Anything else you feel like sharing :) Thanks in advance for your comments, AR [/QUOTE]
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