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Help! How would you run this multi-team battle?
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<blockquote data-quote="Vaslov" data-source="post: 4518638" data-attributes="member: 37953"><p>My players are about to show up to Hollowfaust to play in these games in my own 3.5e game. (and it might just happen on Halloween!) I like your idea to use skill challenges for some of the pre-game discussions. Consider that idea stolen! </p><p></p><p> I'm running a group of six, a co-DM, with the potential for two more players. I fear a very slow combat between individual players actions so I have been trying to think up my own solutions. On Paizo's boards I found some ideas how to run the individual teams so they are not push overs, but nothing about keeping the pace of the fight up. </p><p></p><p> My first plan was to give the one team per DM to manage, but I doubt that will improve the pace much. Depending on how the pre-game discussions go I am considering splinting us into two mini sessions with each of the DM's working with a subgroup of the party (each take 3-4 party members and have a team fight them only). This could keep the rounds shorter for the individual players. We might get out of sync in rounds between the groups, but I'm not too concerned about that. I might want some sort of mechanism to allow players to tag out between teams.</p><p></p><p>I am not sure all of the players will want to join as gladiators. Another twist on that same concept is I might further break the fight up into some one on one / two on one action and have some of the players take roles as the other teams. At least one of the non-gladiators I expect will have fun playing every round in the stands making round by round bets. Skill challenge fun for him now! Hope that helps. </p><p></p><p> Looking forward to seeing some other ideas.</p></blockquote><p></p>
[QUOTE="Vaslov, post: 4518638, member: 37953"] My players are about to show up to Hollowfaust to play in these games in my own 3.5e game. (and it might just happen on Halloween!) I like your idea to use skill challenges for some of the pre-game discussions. Consider that idea stolen! I'm running a group of six, a co-DM, with the potential for two more players. I fear a very slow combat between individual players actions so I have been trying to think up my own solutions. On Paizo's boards I found some ideas how to run the individual teams so they are not push overs, but nothing about keeping the pace of the fight up. My first plan was to give the one team per DM to manage, but I doubt that will improve the pace much. Depending on how the pre-game discussions go I am considering splinting us into two mini sessions with each of the DM's working with a subgroup of the party (each take 3-4 party members and have a team fight them only). This could keep the rounds shorter for the individual players. We might get out of sync in rounds between the groups, but I'm not too concerned about that. I might want some sort of mechanism to allow players to tag out between teams. I am not sure all of the players will want to join as gladiators. Another twist on that same concept is I might further break the fight up into some one on one / two on one action and have some of the players take roles as the other teams. At least one of the non-gladiators I expect will have fun playing every round in the stands making round by round bets. Skill challenge fun for him now! Hope that helps. Looking forward to seeing some other ideas. [/QUOTE]
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