big groups

6 Is my favorite sized group I've run with as many as ten and as few as two.

The best way for your situation is to suggest that some of the members start a new game on a different night.

However 7 is easily managable with a few simple considerations taken.

1) We use a mechanism called the my turn pile. When a player wants to say something they write their character's name on a 3x5 index card and put it on the bottom of the my turn pile. A player can have only one card in the pile at a time. As each interaction wraps up the DM pulls the top card and calls on the next player.

2) We have viscious order rules in combat. Ye snooze ya loose. Each player has two minutes to take all actions for the round. At the end of two minutes the player is given the chance to declare final statement of action if needed. If no committed action is taken then the player is skipped. If the player is not in the room when it is their initiative they are skipped and their character spends that round defending with a +2 ac bonus.

3) We play from 3 - 7 every sunday. If you are not there and do not notify me 24 hours ahead of time your character goes into a deep meditative state where no experience can be gained.
 

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