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<blockquote data-quote="Goonalan" data-source="post: 8071684" data-attributes="member: 16069"><p>I've DMed entire (Games Design degree) classes playing D&D in the past- 20+ players at one time, as with above- montage and jump cut (a lot) get to the action, be the loudest voice in the room when you have to and impose limits- "you have thirty seconds to tell me what you're going to do", I found it easier in class because I could have big visuals a screen showing maps/NPCs/battlemaps.</p><p></p><p>Everything gets a little more loosey-goosey, there's no counting squares for movement or spells et al, just add or subtract to the roll and announce it before the roll (or just don't tell them). </p><p></p><p>Give bonuses (a chip/counter) to players that get their actions done quickly.</p><p></p><p>Stop at the end of the round and explain further if lots of PCs have been asking questions regarding the situation- something that needs to be ironed out for play to continue at pace.</p><p></p><p>It can get nasty/trouble when the multi-POV roleplay kicks off, I've maybe done the class size groups a dozen times in the course of my career, at least two of the parties didn't make it out of the tavern (or wherever we started) after either causing their (potential) patron to leave/die/attack them, or else they've culminated in an intra-party genocide event.</p><p></p><p>To recap.</p><p></p><p>1) YOU have to manage it.</p><p>2) Combat can work if there are rules- strictly adhered to, skip a PC that dithers- they'll hate you for a while (maybe 6-8 months) but y'know, whatever.</p><p>3) Get to the interesting stuff, everything is else is TV.</p><p>4) Have everything you need ready to do, say and show. If that's your style, and that works best (imho) if the situation is apparent to all (it stops all of the questions). It also makes sense if there are noobs in your midst.</p><p>5) Don't look stuff up, make it up based on what you know/remember.</p><p>6) Make decisions quickly- stick to them, no matter how absurd they appear later.</p><p>7) Give PCs the info they need, that way they can figure things out for themselves- Goblin's AC is... and now everyone knows.</p><p>8) Give players any jobs you can hand off.</p><p>9) It's exhausting- plenty to drink, keep the larynx oiled.</p><p></p><p>Obviously the above is for 20+</p><p></p><p>Seven... doddle.</p><p></p><p>Kidding, adapt and survive. </p><p></p><p>The killer, for me, is big groups on VTT- nightmare.</p><p></p><p>Toodles.</p><p></p><p>Gonnalan</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8071684, member: 16069"] I've DMed entire (Games Design degree) classes playing D&D in the past- 20+ players at one time, as with above- montage and jump cut (a lot) get to the action, be the loudest voice in the room when you have to and impose limits- "you have thirty seconds to tell me what you're going to do", I found it easier in class because I could have big visuals a screen showing maps/NPCs/battlemaps. Everything gets a little more loosey-goosey, there's no counting squares for movement or spells et al, just add or subtract to the roll and announce it before the roll (or just don't tell them). Give bonuses (a chip/counter) to players that get their actions done quickly. Stop at the end of the round and explain further if lots of PCs have been asking questions regarding the situation- something that needs to be ironed out for play to continue at pace. It can get nasty/trouble when the multi-POV roleplay kicks off, I've maybe done the class size groups a dozen times in the course of my career, at least two of the parties didn't make it out of the tavern (or wherever we started) after either causing their (potential) patron to leave/die/attack them, or else they've culminated in an intra-party genocide event. To recap. 1) YOU have to manage it. 2) Combat can work if there are rules- strictly adhered to, skip a PC that dithers- they'll hate you for a while (maybe 6-8 months) but y'know, whatever. 3) Get to the interesting stuff, everything is else is TV. 4) Have everything you need ready to do, say and show. If that's your style, and that works best (imho) if the situation is apparent to all (it stops all of the questions). It also makes sense if there are noobs in your midst. 5) Don't look stuff up, make it up based on what you know/remember. 6) Make decisions quickly- stick to them, no matter how absurd they appear later. 7) Give PCs the info they need, that way they can figure things out for themselves- Goblin's AC is... and now everyone knows. 8) Give players any jobs you can hand off. 9) It's exhausting- plenty to drink, keep the larynx oiled. Obviously the above is for 20+ Seven... doddle. Kidding, adapt and survive. The killer, for me, is big groups on VTT- nightmare. Toodles. Gonnalan [/QUOTE]
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