Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
DMing large groups. (Halp)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="d12" data-source="post: 5645214" data-attributes="member: 657"><p>My regular group has 8 players plus DM. Here are some things I find handy when running groups that large:</p><p></p><p>1. If one player or two players want to dominate the roleplaying bits and be the "face" of the party then let them. Don't insist on input from eveyone unless the players do. </p><p></p><p>2. If one or two players want to dominate the out-of-combat strategy bits, let them. Four of my players really could not care less if they party goes left, right or center at the tunnel intersection. If the player who usually decides such things says "left" then that's where the party goes unless someone objects. </p><p></p><p>3. Encourage character diversification. The warning about room size is a good point but sometimes people get clogged up anyway. Encourage at least one character to be an archer or ranged specialist character of some type. Encourage everyone to have a ranged option. Also have them find a few items that allow for increased mobility (a wand of dimension door for example). </p><p></p><p>4. Houserules. I use a homebrewed version of minions from 4th edition from time to time. This gives more targets for all of those PCs. I also allow a type of "second wind" once per day (standard action, heal 1/4 of your own maximum hp). This prevents the party from feeling like that "have" to have 2 healers.</p><p></p><p>5. Preroll badguy initiatives. If you know the party is likely to encounter the Ogres in Forest, then have their initiatives ready. And yes, as an earlier poster suggested, in mixed groups it is good to have all the zombies go at the same time and all the ghouls at the same time.</p><p></p><p>6. Hand out jobs: give one player the task of tracking initiative. If someone in the group knows the rules REALLY well, put them in charge of resolving other player's questions about attacks of opportunity or a bull rush or a trip attack. All those people can work to your advantage if you put them to work.</p><p></p><p>And the nice thing about 6 players is that if 1 or 2 can't show, you can still play.</p></blockquote><p></p>
[QUOTE="d12, post: 5645214, member: 657"] My regular group has 8 players plus DM. Here are some things I find handy when running groups that large: 1. If one player or two players want to dominate the roleplaying bits and be the "face" of the party then let them. Don't insist on input from eveyone unless the players do. 2. If one or two players want to dominate the out-of-combat strategy bits, let them. Four of my players really could not care less if they party goes left, right or center at the tunnel intersection. If the player who usually decides such things says "left" then that's where the party goes unless someone objects. 3. Encourage character diversification. The warning about room size is a good point but sometimes people get clogged up anyway. Encourage at least one character to be an archer or ranged specialist character of some type. Encourage everyone to have a ranged option. Also have them find a few items that allow for increased mobility (a wand of dimension door for example). 4. Houserules. I use a homebrewed version of minions from 4th edition from time to time. This gives more targets for all of those PCs. I also allow a type of "second wind" once per day (standard action, heal 1/4 of your own maximum hp). This prevents the party from feeling like that "have" to have 2 healers. 5. Preroll badguy initiatives. If you know the party is likely to encounter the Ogres in Forest, then have their initiatives ready. And yes, as an earlier poster suggested, in mixed groups it is good to have all the zombies go at the same time and all the ghouls at the same time. 6. Hand out jobs: give one player the task of tracking initiative. If someone in the group knows the rules REALLY well, put them in charge of resolving other player's questions about attacks of opportunity or a bull rush or a trip attack. All those people can work to your advantage if you put them to work. And the nice thing about 6 players is that if 1 or 2 can't show, you can still play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
DMing large groups. (Halp)
Top