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<blockquote data-quote="Voadam" data-source="post: 483758" data-attributes="member: 2209"><p>Don't give characters more than six real time seconds to decide on their actions when it is their turn in combat. If they can't decide tell them they delay as suggested above or that the round has passed and then move on to the next character.</p><p></p><p>Make sure there is something in each night's adventure for most every character, so that one player can not dominate the whole night.</p><p></p><p>Do not split the group or allow long solo scouting missions, PCs get little enough floor time with a big group, sitting around waiting compounds that issue.</p><p></p><p>Don't throw in too many henchman, familiars, animal companions, etc. the more players, the better the PCs side can stand up on its own without extra bodies to keep track of.</p></blockquote><p></p>
[QUOTE="Voadam, post: 483758, member: 2209"] Don't give characters more than six real time seconds to decide on their actions when it is their turn in combat. If they can't decide tell them they delay as suggested above or that the round has passed and then move on to the next character. Make sure there is something in each night's adventure for most every character, so that one player can not dominate the whole night. Do not split the group or allow long solo scouting missions, PCs get little enough floor time with a big group, sitting around waiting compounds that issue. Don't throw in too many henchman, familiars, animal companions, etc. the more players, the better the PCs side can stand up on its own without extra bodies to keep track of. [/QUOTE]
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