Helldritch
Hero
Ok, let's get down to this.
Both of my group are 6 players strong. Sometimes, these groups have NPCs going for them as henchmen rising up the party composition up to 12 (sometimes more...) All henchmen are played by the players and it takes a really special NPC for me to play it (usualy, it is only for the time it takes to establish its personality).
This means that I have some experience with large parties. Not on your scale but it can be useful nonetheless.
Here are my pieces of advice.
1) Take your turn or dodge.
If someone does not know what to do when his initiative count arrive, if he hesitate or worse takes too much time to think. Then the character simply take the dodge action. Go right to the next player. This will make sure that everybody is following the game and not something else (such as small talk or simply a radio song...). Surprisingly, this is especialy effective if a group nearly dies because of a dodge action that should not have been taken. The attention you will get at your table will increase tenfold.
2) Take no arguments at the table. Your ruling is non negotiable (at the table at least).
With that many players, arguments are doomed to slip in. Do not tolerate. Yes you might make a mistake. Yes you might have missed something. But in the end you have the final word. Make sure that your players understand that argument must not occur at the table. If you make a mistake, you can allow a player to wrest his case after the game. If he/she's right, then allow the player an inspiration for the next session and explain it to the group beforehand as to clear out any misunderstandings. The equivalent of a hero point could be appropriate too.
3) Give some players some responsibilities.
Have a player keep track of initiative order for you. One thing less to manage is good.
Have a player draw the tactical maps as you call the initiatives. One thing less to manage.
Have a player place the players' mini on the map. Again, one thing less to manage. Place the monsters/foes yourself.
Have an other player clean up the tactical map afterward.
4) More players can take on more challenges.
Obvious as it may be, it is easy to fall in the "Bigger challenge" trap where more players should be able take on more challenges. The 6-8 encounters per day might become 10 to 14! Restrict short rest periods to a maximum of 2. Make random encounters mean something. Be sure that if the alarm is sounded, that it will kill the group. This will keep them on their toes and it will force them to keep their ressources as much as possible.
5) Most of your adventures should be outdoors or in big areas.
Although it might be tempting to restrict the size of rooms to force a sense of tactics and realism. There is no fun in not being able to participate in a combat because you are outside the room. If this occur too often, you will see a lot of frustration.
6) Use Quickleaf other suggestions. They're perfect and I couldn't have done a better job in describing them.
I hope I have been useful.
Both of my group are 6 players strong. Sometimes, these groups have NPCs going for them as henchmen rising up the party composition up to 12 (sometimes more...) All henchmen are played by the players and it takes a really special NPC for me to play it (usualy, it is only for the time it takes to establish its personality).
This means that I have some experience with large parties. Not on your scale but it can be useful nonetheless.
Here are my pieces of advice.
1) Take your turn or dodge.
If someone does not know what to do when his initiative count arrive, if he hesitate or worse takes too much time to think. Then the character simply take the dodge action. Go right to the next player. This will make sure that everybody is following the game and not something else (such as small talk or simply a radio song...). Surprisingly, this is especialy effective if a group nearly dies because of a dodge action that should not have been taken. The attention you will get at your table will increase tenfold.
2) Take no arguments at the table. Your ruling is non negotiable (at the table at least).
With that many players, arguments are doomed to slip in. Do not tolerate. Yes you might make a mistake. Yes you might have missed something. But in the end you have the final word. Make sure that your players understand that argument must not occur at the table. If you make a mistake, you can allow a player to wrest his case after the game. If he/she's right, then allow the player an inspiration for the next session and explain it to the group beforehand as to clear out any misunderstandings. The equivalent of a hero point could be appropriate too.
3) Give some players some responsibilities.
Have a player keep track of initiative order for you. One thing less to manage is good.
Have a player draw the tactical maps as you call the initiatives. One thing less to manage.
Have a player place the players' mini on the map. Again, one thing less to manage. Place the monsters/foes yourself.
Have an other player clean up the tactical map afterward.
4) More players can take on more challenges.
Obvious as it may be, it is easy to fall in the "Bigger challenge" trap where more players should be able take on more challenges. The 6-8 encounters per day might become 10 to 14! Restrict short rest periods to a maximum of 2. Make random encounters mean something. Be sure that if the alarm is sounded, that it will kill the group. This will keep them on their toes and it will force them to keep their ressources as much as possible.
5) Most of your adventures should be outdoors or in big areas.
Although it might be tempting to restrict the size of rooms to force a sense of tactics and realism. There is no fun in not being able to participate in a combat because you are outside the room. If this occur too often, you will see a lot of frustration.
6) Use Quickleaf other suggestions. They're perfect and I couldn't have done a better job in describing them.
I hope I have been useful.
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