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<blockquote data-quote="Davelozzi" data-source="post: 1369606" data-attributes="member: 771"><p>I was running with nine PCs for most of the past two years, but thankfully I'm down to seven now, and things are going much smoother.</p><p></p><p>Regarding roleplaying, I found that changing the XP system helped a lot. The standard XP encourages a focus on battle in general, but this was made worse with the bigger group as my players felt like when someone was roleplaying, no XP was being earned but in combat everyone was doing something and earning XP. Now I use a system where everyone gets XP on a variety of factors including combat, magic, roleplay, style, character goals, and group goals. Now everyone enjoys character interaction a lot more.</p><p></p><p>Regarding speeding up combat, most of the advice given above is spot-on. Also, definately start using initiative cards if you're not already. Don't let people take long to decide their actions -- if they're not ready, hand them they're card and tell them that they're delaying until they decide. Then when they're ready they can hand it back and you can just slip it back into initiative pile at the current count. Make players keep track of spell durations themselves. Try to set up the combats in intersting ways so that everyone has a chance to do something. </p><p></p><p>Finally, throw out the CR system. Even if it works at all (and I'm not convinced that it does), it definately does not for large groups. I keep trying to use the recommendations that Jonathon Tweet provided for larger parties in his adventure "Wedding Bells" that was in <em>Dungeon</em> a year or two ago, but it still doesn't work. Just look at the monster's abilities, think about your PCs and try to judge accordingly.</p></blockquote><p></p>
[QUOTE="Davelozzi, post: 1369606, member: 771"] I was running with nine PCs for most of the past two years, but thankfully I'm down to seven now, and things are going much smoother. Regarding roleplaying, I found that changing the XP system helped a lot. The standard XP encourages a focus on battle in general, but this was made worse with the bigger group as my players felt like when someone was roleplaying, no XP was being earned but in combat everyone was doing something and earning XP. Now I use a system where everyone gets XP on a variety of factors including combat, magic, roleplay, style, character goals, and group goals. Now everyone enjoys character interaction a lot more. Regarding speeding up combat, most of the advice given above is spot-on. Also, definately start using initiative cards if you're not already. Don't let people take long to decide their actions -- if they're not ready, hand them they're card and tell them that they're delaying until they decide. Then when they're ready they can hand it back and you can just slip it back into initiative pile at the current count. Make players keep track of spell durations themselves. Try to set up the combats in intersting ways so that everyone has a chance to do something. Finally, throw out the CR system. Even if it works at all (and I'm not convinced that it does), it definately does not for large groups. I keep trying to use the recommendations that Jonathon Tweet provided for larger parties in his adventure "Wedding Bells" that was in [i]Dungeon[/i] a year or two ago, but it still doesn't work. Just look at the monster's abilities, think about your PCs and try to judge accordingly. [/QUOTE]
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