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<blockquote data-quote="cougent" data-source="post: 3772241" data-attributes="member: 48665"><p>Some of this may be repeats from other posts.</p><p></p><p>While running the RTTTOEE campaign my group grew to 16. I really did not want 16 players, but also did not want to tell anybody to go away, so I did a few things to handle the group.</p><p></p><p>1) I brought in a coDM to handle combat.</p><p></p><p>2) PC's had 30 seconds measured by an egg timer to act, otherwise they were considered to have held action and given one more chance at the end of the round.</p><p></p><p>3) No books! Either your character knows it or not, no looking up stuff in the middle of combat. At first this may sound harsh, but if they have time before play to prep for this it is really not a big deal.</p><p></p><p>4) while player crosstalk is often funny and a major part of the fun of the game, it can get out of hand. Especially with many players, so just keep it to a minimum. After 1 or 2 jokes or quips interject with "and meanwhile the Beholder, gellatenous cube, vampire, and androshpinx are advancing on the party" (actually just something to redirect attention back to the game)</p><p></p><p>5) Use the 1 initiative per combat alternative rule.</p><p></p><p>6) Generate roles for monsters in advance and put them on a scratch off list.</p><p></p><p>7) Predraw or map difficult to describe areas for the players. Nothing will kill the fun faster than spending 20 minutes trying to describe and draw a complex room before you ever get to monsters and combat.</p><p></p><p>8) Just before extended combat, take a break! Whether food, drink, smoke, RR, whatever just get everyone up and move around prior to the 2 hour massive battle.</p><p></p><p>9) I am not a fan of railroading, but encouraging the party to go the right way with guard patrols, wandering monsters, or just plain extra sounds or footprints that lead the right way as an option is sometimes a good idea with that many players, If they ignore the hints and go the wrong way anyway, let them go, even to their doom.</p><p></p><p>10) Communicate with yur players that while they are playing their roles, you are juggling their roles, plus NPC's, plus monsters, plus maps, plus everything else and that it may get a bit tricky. My players were very understanding and knew that my "off the cuff" response to keep things moving might not be totally RAW, but that I was not out to screw them over.</p><p></p><p>It is not especially easy, but it can be done as long as everyone is there to have fun.</p></blockquote><p></p>
[QUOTE="cougent, post: 3772241, member: 48665"] Some of this may be repeats from other posts. While running the RTTTOEE campaign my group grew to 16. I really did not want 16 players, but also did not want to tell anybody to go away, so I did a few things to handle the group. 1) I brought in a coDM to handle combat. 2) PC's had 30 seconds measured by an egg timer to act, otherwise they were considered to have held action and given one more chance at the end of the round. 3) No books! Either your character knows it or not, no looking up stuff in the middle of combat. At first this may sound harsh, but if they have time before play to prep for this it is really not a big deal. 4) while player crosstalk is often funny and a major part of the fun of the game, it can get out of hand. Especially with many players, so just keep it to a minimum. After 1 or 2 jokes or quips interject with "and meanwhile the Beholder, gellatenous cube, vampire, and androshpinx are advancing on the party" (actually just something to redirect attention back to the game) 5) Use the 1 initiative per combat alternative rule. 6) Generate roles for monsters in advance and put them on a scratch off list. 7) Predraw or map difficult to describe areas for the players. Nothing will kill the fun faster than spending 20 minutes trying to describe and draw a complex room before you ever get to monsters and combat. 8) Just before extended combat, take a break! Whether food, drink, smoke, RR, whatever just get everyone up and move around prior to the 2 hour massive battle. 9) I am not a fan of railroading, but encouraging the party to go the right way with guard patrols, wandering monsters, or just plain extra sounds or footprints that lead the right way as an option is sometimes a good idea with that many players, If they ignore the hints and go the wrong way anyway, let them go, even to their doom. 10) Communicate with yur players that while they are playing their roles, you are juggling their roles, plus NPC's, plus monsters, plus maps, plus everything else and that it may get a bit tricky. My players were very understanding and knew that my "off the cuff" response to keep things moving might not be totally RAW, but that I was not out to screw them over. It is not especially easy, but it can be done as long as everyone is there to have fun. [/QUOTE]
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