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Group expanding to 7 players - help me manage
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<blockquote data-quote="pukunui" data-source="post: 4484553" data-attributes="member: 54629"><p>Thanks for this advice. I know 3 of my players pretty well. The other 4 are all new-ish (two we've been gaming with for a few months now, the other two have just joined but they're old friends of one of my veteran players).</p><p></p><p>This is more or less what I do, though I really don't like having missing players, a) because I hate for them to miss out on the cool stuff I have planned and b) I hate having to figure out what to do with the PC.</p><p></p><p>This is an intriguing idea.</p><p></p><p>For some reason, this never seems to stick. Also, some of my players have had bad experiences being proxies (one guy has had several PCs belonging to other players die while he was controlling them). The group voted to have PCs of absentee players "fade into the background". Sometimes it works. On the occasion when we need a particular PC around, I'll run the PC myself or get one of the other players to do it. Also, I've got quite a few new or very rusty people, and it's hard enough for them to control one PC, let alone two ...</p><p></p><p>I've done this before and will probably do it again. It's a good idea.</p><p></p><p>I'll definitely consider this option if having 7 players and 1 DM proves too unmanageable for me.</p><p></p><p>I've tried this before and due to bad experiences in the past, it's not really an option for my particular group. Essentially, we were having a lot of PC deaths in a 3.5 campaign, so I told everyone they needed to have a backup character, and that more or less led to people being even less invested in their current characters than they were before ...</p><p></p><p>This is an intriguing idea. However, I've made myself a handy spreadsheet that helps, so it's not really an issue for me.</p><p></p><p>I hear ya on this one. I've already been modifying encounters by knocking out a bunch of minions and replacing them with fewer tougher monsters.</p><p></p><p>Already do.</p><p></p><p>I'm not sure my guys would go for these. They <em>like</em> rolling for initiative. They also like readying actions. Making delaying characters go straight to the back of the bus is a good idea though.</p></blockquote><p></p>
[QUOTE="pukunui, post: 4484553, member: 54629"] Thanks for this advice. I know 3 of my players pretty well. The other 4 are all new-ish (two we've been gaming with for a few months now, the other two have just joined but they're old friends of one of my veteran players). This is more or less what I do, though I really don't like having missing players, a) because I hate for them to miss out on the cool stuff I have planned and b) I hate having to figure out what to do with the PC. This is an intriguing idea. For some reason, this never seems to stick. Also, some of my players have had bad experiences being proxies (one guy has had several PCs belonging to other players die while he was controlling them). The group voted to have PCs of absentee players "fade into the background". Sometimes it works. On the occasion when we need a particular PC around, I'll run the PC myself or get one of the other players to do it. Also, I've got quite a few new or very rusty people, and it's hard enough for them to control one PC, let alone two ... I've done this before and will probably do it again. It's a good idea. I'll definitely consider this option if having 7 players and 1 DM proves too unmanageable for me. I've tried this before and due to bad experiences in the past, it's not really an option for my particular group. Essentially, we were having a lot of PC deaths in a 3.5 campaign, so I told everyone they needed to have a backup character, and that more or less led to people being even less invested in their current characters than they were before ... This is an intriguing idea. However, I've made myself a handy spreadsheet that helps, so it's not really an issue for me. I hear ya on this one. I've already been modifying encounters by knocking out a bunch of minions and replacing them with fewer tougher monsters. Already do. I'm not sure my guys would go for these. They [I]like[/I] rolling for initiative. They also like readying actions. Making delaying characters go straight to the back of the bus is a good idea though. [/QUOTE]
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