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Handling a large group?
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<blockquote data-quote="Herremann the Wise" data-source="post: 3768369" data-attributes="member: 11300"><p>Hello Shadow64,</p><p></p><p>I'm an experienced DM and have been running an Age of Worms campaign using the D&D rules as written for the last two years with seven player characters, all currently at 14th level (me the DM making 8 of us with six of the seven players being DMs in their own right).</p><p></p><p>If you can cut the group down a little, you WILL have a more enjoyable game for all concerned (particularly you). Take others advice of splitting/downsizing the group if you can. At low levels, you will be mostly fine but by the time you hit about eight or nine, things will start get much trickier.</p><p></p><p>If you cannot, I would recommend the following:</p><p>- Have one player (who sits near or next to you) as a dedicated initiative person. Purchase Paizo's initiative tracker as it is worth every dollar and more with a large group. They manange the tracker while you direct the party as to who is up (as well as who is following them).</p><p>- You manage all character sheets, making sure all is ready for gameday, emailing players if there are any queries. You don't want to dedicate the first hour and more (and yes that can happen very easily) of your game to such details that can and should be worked out well beforehand.</p><p>- All spellcasters have every spell they can cast in card form. This makes it easier for them to quickly flick through their options when it is their turn. You will find in a large group, spellcasters take much longer than others in combat ad so having them as prepared as possible is essential. Any summoned creature must also have their own card. I have a rule that if you don't have the card, you don't have the spell or you can't summon the creature. The MM just simply does not cut it when you are trying to keep things moving.</p><p>- Likewise, have all your own stuff at hand broken down into specific encounters. Grab an encounter out of your folder, detailing all requisite stats, spells, things not to forget etc. With a large group, you just have to be organised.</p><p></p><p>All this may sound like overkill (particularly if you just have a bunch of 1st level characters), but I can tell you from experience that if you think battles are slow at low levels, you should see them at higher levels, things can simply crawl to a halt. Oh and by the way, that thing about having players roll attacks and damage dice at the same time, it does not save that much time at lower levels and at higher levels, it breaks down. I find it much easier when you have multiple attacks (our two weapon fighter has up to six at present), to just roll all the attack rolls first, work out the number of hits and then work out the damage as suits.</p><p></p><p>As for treasure, I have found including more gold/gems is better than items for a large group (if you want to follow the recommended treasure table). The only thing is you have to have a method of turning that gold into magical items. Not very glamourous but it saves a little angst over item distribution. Generally for your group, just double the treasure you would hand out for a regular 4 PC group.</p><p></p><p>By the way, what campaign are you running (home brew or published).</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 3768369, member: 11300"] Hello Shadow64, I'm an experienced DM and have been running an Age of Worms campaign using the D&D rules as written for the last two years with seven player characters, all currently at 14th level (me the DM making 8 of us with six of the seven players being DMs in their own right). If you can cut the group down a little, you WILL have a more enjoyable game for all concerned (particularly you). Take others advice of splitting/downsizing the group if you can. At low levels, you will be mostly fine but by the time you hit about eight or nine, things will start get much trickier. If you cannot, I would recommend the following: - Have one player (who sits near or next to you) as a dedicated initiative person. Purchase Paizo's initiative tracker as it is worth every dollar and more with a large group. They manange the tracker while you direct the party as to who is up (as well as who is following them). - You manage all character sheets, making sure all is ready for gameday, emailing players if there are any queries. You don't want to dedicate the first hour and more (and yes that can happen very easily) of your game to such details that can and should be worked out well beforehand. - All spellcasters have every spell they can cast in card form. This makes it easier for them to quickly flick through their options when it is their turn. You will find in a large group, spellcasters take much longer than others in combat ad so having them as prepared as possible is essential. Any summoned creature must also have their own card. I have a rule that if you don't have the card, you don't have the spell or you can't summon the creature. The MM just simply does not cut it when you are trying to keep things moving. - Likewise, have all your own stuff at hand broken down into specific encounters. Grab an encounter out of your folder, detailing all requisite stats, spells, things not to forget etc. With a large group, you just have to be organised. All this may sound like overkill (particularly if you just have a bunch of 1st level characters), but I can tell you from experience that if you think battles are slow at low levels, you should see them at higher levels, things can simply crawl to a halt. Oh and by the way, that thing about having players roll attacks and damage dice at the same time, it does not save that much time at lower levels and at higher levels, it breaks down. I find it much easier when you have multiple attacks (our two weapon fighter has up to six at present), to just roll all the attack rolls first, work out the number of hits and then work out the damage as suits. As for treasure, I have found including more gold/gems is better than items for a large group (if you want to follow the recommended treasure table). The only thing is you have to have a method of turning that gold into magical items. Not very glamourous but it saves a little angst over item distribution. Generally for your group, just double the treasure you would hand out for a regular 4 PC group. By the way, what campaign are you running (home brew or published). Best Regards Herremann the Wise [/QUOTE]
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