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<blockquote data-quote="Thunderfoot" data-source="post: 3772926" data-attributes="member: 34175"><p>I've probably responded to this question about 14 times. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I'm currently running a group of about 12 that has been together for 4 years now. There are three very important tips that will keep you from going bat crap bonkers should you continue:</p><p></p><p>1. Proper planning precludes poor performance. IOW - DON'T try to do everything on the fly. There are many DMs that can run an entire campaign out of their head, with more than 6 players, none of them can do it well. That doesn't mean you can't be spontaneous, just have a lot of 'extras' or 'just in case' scenarios hanging around.</p><p></p><p>2. Get a player to help marshal the rules as a player (not referee) watch rolls, help move minis, or whatever else you find helps to keep the game moving - even taking over initiative and time keeping. We have found that spell cards cut down spell preparation by players by about 15 minutes per encounter, I highly suggest it. Also initiative cards keep things moving alng. The 'battle board' or whatever its called from Paizo is a great tool normally, but is useless for really large parties - it actually causes more problems than it fixes.</p><p></p><p>3. GET HELP!!! I do not run my campaign alone, there are two DMs and we run things in tandem. While one runs the planned encounter, the other answers rules questions, keeps an eye on player activities, and can give you someone to script NPC interactions with (really dolls up roleplay). Also, it helps to ease burnout, they have ideas and tricks and so do you, divide and conquer (the work, not the party ... although...) and you'll find things run smoother. Also, it gives you a chance to lead the storyline in ways you wouldn't have dreamed of on your own. By way of example, my fellow DM and I get together a couple of time between sessions and talk with notebooks in hand. We talk about character actions and their repercussions, NPCs and their interactions, plot possibilities, mapping, etc. What you will find is that eventually if youcontinue to go it alone you will end up railroading the party more and more as you run out of ideas and options. Also, if individual characters decide on doing things outside of the party or the party decides to split, you have a second DM to keep the action moving. It really helps if the other person has a completely different DMing style than you do too, that way each of you can focus on separate aspects and divide that labor even more efficiently.</p><p></p><p>Other things that are helpful - don't play often, but play for long periods. We arrange sleepovers for the night prior to take care of an adiministrata that may need to be taken care of and so that when start time comes, its time to play and no one is late (for the most part). I don't suggest playing all-nighters because eventually you will crash mentally if not physically, but if everyone has rested well the night before, breakfast and dungeoneering go well and ends in dungeons and dinner. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Also, if you hit a snag, let the players know. Tell them you screwed up and then fix the problem. The system is built for 4-6 players, the CR list doesn't scale well, so if you have 8 players, double your monsters, don't increase the CR - it doesn't work, trust me. </p><p>More over, have fun and build an epic world. The original campaigns were written for 6 - 13 characters, why can't modern ones be as well. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Hope this helps,</p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 3772926, member: 34175"] I've probably responded to this question about 14 times. :) I'm currently running a group of about 12 that has been together for 4 years now. There are three very important tips that will keep you from going bat crap bonkers should you continue: 1. Proper planning precludes poor performance. IOW - DON'T try to do everything on the fly. There are many DMs that can run an entire campaign out of their head, with more than 6 players, none of them can do it well. That doesn't mean you can't be spontaneous, just have a lot of 'extras' or 'just in case' scenarios hanging around. 2. Get a player to help marshal the rules as a player (not referee) watch rolls, help move minis, or whatever else you find helps to keep the game moving - even taking over initiative and time keeping. We have found that spell cards cut down spell preparation by players by about 15 minutes per encounter, I highly suggest it. Also initiative cards keep things moving alng. The 'battle board' or whatever its called from Paizo is a great tool normally, but is useless for really large parties - it actually causes more problems than it fixes. 3. GET HELP!!! I do not run my campaign alone, there are two DMs and we run things in tandem. While one runs the planned encounter, the other answers rules questions, keeps an eye on player activities, and can give you someone to script NPC interactions with (really dolls up roleplay). Also, it helps to ease burnout, they have ideas and tricks and so do you, divide and conquer (the work, not the party ... although...) and you'll find things run smoother. Also, it gives you a chance to lead the storyline in ways you wouldn't have dreamed of on your own. By way of example, my fellow DM and I get together a couple of time between sessions and talk with notebooks in hand. We talk about character actions and their repercussions, NPCs and their interactions, plot possibilities, mapping, etc. What you will find is that eventually if youcontinue to go it alone you will end up railroading the party more and more as you run out of ideas and options. Also, if individual characters decide on doing things outside of the party or the party decides to split, you have a second DM to keep the action moving. It really helps if the other person has a completely different DMing style than you do too, that way each of you can focus on separate aspects and divide that labor even more efficiently. Other things that are helpful - don't play often, but play for long periods. We arrange sleepovers for the night prior to take care of an adiministrata that may need to be taken care of and so that when start time comes, its time to play and no one is late (for the most part). I don't suggest playing all-nighters because eventually you will crash mentally if not physically, but if everyone has rested well the night before, breakfast and dungeoneering go well and ends in dungeons and dinner. :) Also, if you hit a snag, let the players know. Tell them you screwed up and then fix the problem. The system is built for 4-6 players, the CR list doesn't scale well, so if you have 8 players, double your monsters, don't increase the CR - it doesn't work, trust me. More over, have fun and build an epic world. The original campaigns were written for 6 - 13 characters, why can't modern ones be as well. :) Hope this helps, Happy gaming! [/QUOTE]
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