Adventures for the big parties

Crothian

First Post
With in the next few weeks I'm going to be starting up a campaign that will have 7 PCs in it. It's been at least 8 years since I ran a group of this size and it's a safe bet that my DMing style has drastically changed. I've DMed for the smaller parties and one of the highlights was to focus on each character in a session. It didn't matter who or what they were I knew I could through in that little something extra just for that character. I'm not so sure I can do that with the 7-person group. Also, I'm worried about making sure there is enough to do. I like a lot of NPC PC interaction, but in conversations it really doesn't seem to make sense for all 7 of them to talk to one PC. Where with 3 PCs that was doable. I don't like to have a few PCs sitting there while the others do the talking, or the work. But I think that is something that is just going to have to happen.

So, if you'd all be so kind to give some suggestions about DMing a larger party, I'd very much appreciate it. What has worked for you and what hasn't?

Thanks. :)
 

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We had a couple campaigns with 10 PCs back when 3E only had the core rules out. It is tough, don't expect to have everyone's attention except at key moments. Be on your toes in combat to keep it moving, after a while we made a rule that if you weren't ready to do something when your spot in a round came up you got skipped (or held action and went at the end if you were slow). Distractions, kibitzing and boredom will seep in too, so be ready for it. In combat, I suggest having lots of creatures, so that everybody has something to do. Also realize a group of that many will probably be treated differently than a party of 4-5. Stay simple if it helps (by that I mean keep their objectives straight forward so you can keep your concentration on less things), you can always make it more complicated later.

What we ended up doing, when we realized we were starting to have sessions of over 10 PCs, is we split up, but did the same campaign. Two DMs worked together on the storyline and one worked with each group, a good one and an evil one, battling eachother indirectly. The main storyline was there was this giant artifact discovered (it's roughly the size of a house, it was hiding in a mountain). It's some large crystalline structure, nobody we meet really knows what it is, except that everybody's superior wants it. So our two parties were working for different high powered beings working on retrieving this large object. It actually worked out really well, and was a lot of fun devising ways to steal the artifact back from the other party, and securing it whn you had it. PvP combat was avoided by using cronies and whatnot (the logistics of that are insane), we'd game at a buddy's house and had two sizable enough rooms far enough away to pull it off. However I shudder to think how combat would have worked if both parties met.
 
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I know I'm going to have to be careful with combat becasue while the poarty has the numbers, they will still be vulnerable as ever. Thanks. Any other thoughts?
 

I went for DMing and average of 4-5 to DMing an average of 7-10 and it’s been an interesting adjustment.

Some suggestions:

1. Unless the other players (not characters) have other stuff to do, avoid splitting the party. Generally, if one of my players has a tangent from the group – we’ll handle it over e-mail.
2. Keep things moving. In a large group, if one person takes too long to decide on a course of action things bog down really quick – especially in a combat situation. Suggest to the players that that they have a course of action thought of between the time they go and the time their initiative comes up again (this works well for experienced players but lousy for novices so give the novices slack). Since my players are pretty experienced, I have no qualms about doing a countdown if I feel the situation warrants it.
3. Make sure every character has a place in the group and/or something to contribute. It’s easy with 4 players, but with 7+ you have to work a bit harder to make sure no one feels left out.

I’ll probably think of more later.
 

Here's a link to an article on keeping large groups busy.

One thing you have to prepare yourself to deal with in a large group is that not everyone will be present all the time. You need to decide if you'll let one player handle two characters (his and someone else's), or what. But, the advantage of a big group is that even if half of them are absent, you can still play!
 

JERandall said:
One thing you have to prepare yourself to deal with in a large group is that not everyone will be present all the time. You need to decide if you'll let one player handle two characters (his and someone else's), or what. But, the advantage of a big group is that even if half of them are absent, you can still play!

Thanks for the link. Actually, in our group everyone is there for every session. As odd as that sounds, that's the way it happens. We only play twice a month and we schedule the games so everyone can participate.
 

Crothian said:
So, if you'd all be so kind to give some suggestions about DMing a larger party, I'd very much appreciate it. What has worked for you and what hasn't?

I used to GM groups up to ten or twelve. I wouldn't recommend that, but I guess I learned from it.

1) The most important thing is to GM fast. Each player is only going to get a tiny slice of your attention, you can't afford to have anything eat into that. Now, the thing that really chews up GM time is referring to rules. I'm sure if you did a time-and-motion study you would find that many GMs spend 30% of their GMing time looking things up. That is fatal in a big game. So:

(a) Get some Post-It tags and bookmark important sections in your rules.

(b) Be prepared to make spot rulings, even on things for which there are printed rules. If they are fair and fast that is more important than their being correct.

(c) Ask (or even tell) players to make use of the time they are waiting for their turn to come around looking up the rules that are going to have to be used to resolve what they want to do. Anyone who casts a spell with which you are not entirely familiar should have the PHB open to the relevant page in advance. Anyone who does something unusual like tripping or grappling likewise.

(d) Try to hand over to players the task of executing the rules. Let them read the book and tell you what checks to make and what their results are.

(e) If you are lucky enough to have a few players with a good grasp of the rules (and, preferrably, GMing experience), use them as assistants/subprocessors. Get one of them to sit next to you and look things up for you, etc. Get others to sit at the far-flung reaches of the table where they can guide less-experienced players through complicated resolution procedures. Delegate someone to keep track of initiative and the sequence of play, etc.

(f) Limit your palette. Stick to one or two monster types in each encounter, or even, preferrably, in each adventure. That will cut down on your need to check notes, refer to the MM, etc.

(g) Make your locations big and bold, but fairly simple. Use features that can be shown on a map, and they do not have to be keyed in a description, more than you might with a smaller party.

(h) Be ruthless with ditherers. If a play has not decided what to do by the time his character's turn comes around, treat the character as delaying. Some players will grossly resent this at first, but it might be a case of losing the ditherer to dudgeon or losing a good player to boredom.

2) Another very important thing is to make sure that everyone keeps up to speed. There is a big danger with big parties that during the long gaps between his or her successive chances to act, a player's attention will wander. And then when his or her turn comes around he or she won't have been paying attention, won't know what the current situation is, and will ask for an update. That will take time, during which other players are in danger of zoning out. So:

(a) Try to arrange a gaming place in such a way that no-one is far away or out of clear line-of-sight from your GMing position. I liked to use a long, refectory-style table and to sit in the middle of one of the long sides.

(b) Try to find a room to game where their are no distractions. If you have a bookcase, people will start looking through the titles. Some rude bastards may even read. They will not pay attention, They will require a briefing at the beginning of each turn. Your time-budget will be shot to Hull.

(c) Use visual aids such as a battlemat, in the largest scale you can manage. Draw maps. That will give players an instant briefing if their attention does wander, and it will cut down enormously on 'how far is it...?' and 'how big is...?' and 'can I...?' questions.

(3) Use the initiative system very strictly and mechanically, to make sure that no-one misses a turn, not even any of your hordes of monsters. I suggest making some sort of visual aid (again in large scale) that will show, without anyone having to ask, who goes next, when everyone will next get a turn, etc.

(4) If you have inexperienced players, pair each one up with a buddy who sits next to him or her and who can answer routine questions about the way the games work, options open to characters, etc.

5) Do not fall into the trap of letting players decide to undertake and resolve actions without telling you about them in advance.

6) Try to keep the table as clear as you can, so that things don't get lost. You might consider getting people to roll their dice into a tray (like the lid of a boxed set of something) so that they don't roll off the table.

7) Permit no grog.

Good luck!


Agback
 

Thanks Agback. Unfortuantely, many of your suggests (which are good) are impossible becasue of circemstance. We game over the house of the people with 3 kids. Both the parents play, but the kids are a distraction. The are we game in is large, but some sit at the table, others on the couch. There isn't one place big enough for everyone to be in the same place. I will be using a map when possible, by the 2 year old really likes to grab things so it limits its use sometimes.

However, your other suyggestions are good, so thanks.
 


I just started DMing, so I haven't run any big parties. However I do have plenty of experience playing in a large party(11 people). Many of the most things have already been said, but I will reiterate them.

1. HAVE SOMEONE ELSE DO INIT. We have a whiteboard with 1-25 on it, someone records everyone's init and calls out the order round by round. This greatly frees your mind and allows you to focus on what is important.

2. DESIGNATE TIME LIMITS. Players should only have a set amount of time do what they need to do. There is plenty of time while the other 10 players are going for them to decide on a course of action.

3. KNOW THE RULES BY HEART, OR HAVE A CHARACTER ACT AS AN ENCYCLOPEDIA. Keeps things moving.

4. MAKE SURE THE PARTY HAS AT LEAST 1 LEADER WHO WILL ORGANIZE AND MOTIVE PLAYERS. It helps if the rest of the players look up to this person for whatever reason. Alternatively you can the leader choose a few subordinates to handle specific aspects. For instance, have a main leader, a tactician, and a diplomat. This also helps keep large parties coherant(and living).
 

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