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Experimental play: non-party structure
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1720955" data-attributes="member: 16936"><p>With 6 players? Ouch. Like Henry said, your biggest worry is going to be switching back and forth often enough and well enough to keep people from getting bored.</p><p></p><p>Or at least from getting <em>too</em> bored. At 6 players, I can almost guarantee that you're not going to be able to involve everyone equally even most of the time. Cross your fingers and hope that either the players who aren't involved in what's going on currently enjoy being an audience for it, or that they're able to amuse themselves quietly and non-disruptively while waiting for your attention to turn back to them. We've always described this as "the GM is running 7 games at once": one for each PC, and one for himself. It's a struggle, and you really need everyone to be understanding and helpful about it if it's going to work.</p><p></p><p>Another thing you'll want to worry about is timing. Not the (generally sound) fifteen-minute-rule suggested above, but how you're going to handle keeping PCs on the same timeline. Eventually, they're going to go off and do things that take different amounts of time and attention to complete, and then they're going to want to get back together to compare notes, and I assure you that a sizable number of them (possibly a majority, possibly including you) will have absolutely no idea what time it is in the game or what order things happened in or whether something important got missed. And probably one or two of them will suspect that they got screwed out of a few in-game hours here or there. Probably some of them will have been screwed out of a few hours, in fact.</p><p></p><p>And honestly, I don't know how to stop that from happening. You can try being really specific about how long things take and what time it is, and keep reminding people when you switch back and forth, and that might cut down some of the confusion and frustration. But mostly you're going to be relying on everyone's patience in order to keep the game running passably well, and it's going to be a lot harder than having all the PCs huddle up into a party so you can deal with them easily.</p><p></p><p>So, uh, good luck, and if you come across any really amazing strategies for getting it to work, please share 'em with the rest of us. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>--</p><p>if your group isn't particularly patient or understanding, you may want to not try this</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1720955, member: 16936"] With 6 players? Ouch. Like Henry said, your biggest worry is going to be switching back and forth often enough and well enough to keep people from getting bored. Or at least from getting [i]too[/i] bored. At 6 players, I can almost guarantee that you're not going to be able to involve everyone equally even most of the time. Cross your fingers and hope that either the players who aren't involved in what's going on currently enjoy being an audience for it, or that they're able to amuse themselves quietly and non-disruptively while waiting for your attention to turn back to them. We've always described this as "the GM is running 7 games at once": one for each PC, and one for himself. It's a struggle, and you really need everyone to be understanding and helpful about it if it's going to work. Another thing you'll want to worry about is timing. Not the (generally sound) fifteen-minute-rule suggested above, but how you're going to handle keeping PCs on the same timeline. Eventually, they're going to go off and do things that take different amounts of time and attention to complete, and then they're going to want to get back together to compare notes, and I assure you that a sizable number of them (possibly a majority, possibly including you) will have absolutely no idea what time it is in the game or what order things happened in or whether something important got missed. And probably one or two of them will suspect that they got screwed out of a few in-game hours here or there. Probably some of them will have been screwed out of a few hours, in fact. And honestly, I don't know how to stop that from happening. You can try being really specific about how long things take and what time it is, and keep reminding people when you switch back and forth, and that might cut down some of the confusion and frustration. But mostly you're going to be relying on everyone's patience in order to keep the game running passably well, and it's going to be a lot harder than having all the PCs huddle up into a party so you can deal with them easily. So, uh, good luck, and if you come across any really amazing strategies for getting it to work, please share 'em with the rest of us. ;) -- if your group isn't particularly patient or understanding, you may want to not try this ryan [/QUOTE]
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