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Group expanding to 7 players - help me manage
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<blockquote data-quote="Rhenny" data-source="post: 4487805" data-attributes="member: 18333"><p>Great ideas. I love the no books at the table rule. DM's rule is final. Don't sweat the rules too much...it slows down play.</p><p></p><p>I also love the time limit idea.</p><p></p><p>I DMd a game of 3.5 online using OpenRPG, and my group got up to 7 players at one time - 6 of them were scientists so they were very analytical. After 2 years, I've passed the DMing off to someone else, but while I was working on that campaign, I learned a lot.</p><p></p><p>1st, for quests and campaign, try to make sure you hook most of the players with each quest. I found that if I threw out a bone, and the story only directly applied to 1 or 2 of the pcs, the others would follow, but they would not have as much enthusiasm. When the entire group felt like they were doing something for the prince, or if they each knew that there was a compelling reason for them to go into the ruins or across the mountains to a hidden fortress, they were all more motivated. </p><p></p><p>2nd, when the group begins to analzye and talk strategy too much, I would throw something new into the moment to accelerate their decisions. In the DMG it talks about having the action come to the PCs, well, with 6 or 7 deep thinkers, it is often necessary to force them to act.</p><p></p><p>3rd, let the ideas that the players have influence the way you design or improvise. A lot of the creation and motivation ideas often come directly from the players, so I didn't have to think too hard to determine what each character would enjoy.</p><p></p><p>4th, I'd think seriously of having lots of monsters run away when they get bloodied. When you run an encounter, you should make it an exception for them to fight to the death. Even elite or solo monsters would much rather run, regroup and then attack the pcs when they least expect it.</p><p></p><p>I hope this helps.</p><p></p><p>Cheers.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 4487805, member: 18333"] Great ideas. I love the no books at the table rule. DM's rule is final. Don't sweat the rules too much...it slows down play. I also love the time limit idea. I DMd a game of 3.5 online using OpenRPG, and my group got up to 7 players at one time - 6 of them were scientists so they were very analytical. After 2 years, I've passed the DMing off to someone else, but while I was working on that campaign, I learned a lot. 1st, for quests and campaign, try to make sure you hook most of the players with each quest. I found that if I threw out a bone, and the story only directly applied to 1 or 2 of the pcs, the others would follow, but they would not have as much enthusiasm. When the entire group felt like they were doing something for the prince, or if they each knew that there was a compelling reason for them to go into the ruins or across the mountains to a hidden fortress, they were all more motivated. 2nd, when the group begins to analzye and talk strategy too much, I would throw something new into the moment to accelerate their decisions. In the DMG it talks about having the action come to the PCs, well, with 6 or 7 deep thinkers, it is often necessary to force them to act. 3rd, let the ideas that the players have influence the way you design or improvise. A lot of the creation and motivation ideas often come directly from the players, so I didn't have to think too hard to determine what each character would enjoy. 4th, I'd think seriously of having lots of monsters run away when they get bloodied. When you run an encounter, you should make it an exception for them to fight to the death. Even elite or solo monsters would much rather run, regroup and then attack the pcs when they least expect it. I hope this helps. Cheers. [/QUOTE]
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