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Dealing with 7 strong party of new players!
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<blockquote data-quote="ad_hoc" data-source="post: 7160548" data-attributes="member: 6748898"><p>As you said, it just doesn't work well.</p><p></p><p>One thing to keep in mind is that you will need to double the difficulty of the adventure to keep up.</p><p></p><p>If I absolutely had to run a game with 7 players I would make everything turn based. I would do that by narrating what happens in downtime, set up the next scene, then ask each player what they are doing. </p><p></p><p>Or in other words I would treat the social interaction and exploration pillars similarly to the combat pillar. This leaves little room for players to dawdle or derail the game and ensures that everyone has a chance at the spotlight and to contribute.</p></blockquote><p></p>
[QUOTE="ad_hoc, post: 7160548, member: 6748898"] As you said, it just doesn't work well. One thing to keep in mind is that you will need to double the difficulty of the adventure to keep up. If I absolutely had to run a game with 7 players I would make everything turn based. I would do that by narrating what happens in downtime, set up the next scene, then ask each player what they are doing. Or in other words I would treat the social interaction and exploration pillars similarly to the combat pillar. This leaves little room for players to dawdle or derail the game and ensures that everyone has a chance at the spotlight and to contribute. [/QUOTE]
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Dealing with 7 strong party of new players!
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