How do you deal with a large group of Players and PCs?

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I have no ties to it what so ever. My endorsement is purely a testimonial. It will do as little or as much as you want it to. It tracks initiative and will roll attacks for monsters which really speeds up the combat round.

I also like it because the DM can load the characters in and make group saves, call for spot checks, move silently, etc. and the PCs don't know the outcome. This depends on DMing style, but I don't like the rogue to know he couldn't open the lock because he rolled a 3. I just would rather say you couldn't pick it. I also don't like the whole group to be suspicious when I call for spot checks....They never know.
 

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When my game got to 7 players (with 2 more trying to get in) I split it at the first opportunity. Unless your players are *very* co-operative with each other and-or your game is very combat-light, I'd suggest you do likewise.

Then again, I have a few players who are rather demanding of airtime, and a few others who are very quiet. In a smaller group, the quiet ones have half a chance...

Usually, 5 players in a game my limit.

Lanefan
 

I find combat-heavy games relatively easy for 7 players. I find role-playing intensive games very difficult for 7 players.

The more people around the table, the more difficult it is to handle role-playing -- not enough time for everyone, you have multiple people with the same desire (two fighters, two clerics, etc.). Someone is always bored while the GM is focusing roleplaying on a single PC.

Combat is straight-forward since everyone acts in initiative. However, complexity can go up with more PCs. Especially if there are increasing numbers of bad guys.

In large combats with PCs, allied NPCs, and enemies, it can seem overwhelming.

Suggestions to simplify the burden:
1) Ask one of the 7 players to be an "Assistant GM" for the game (i.e. 2 GMs and 6 PCs). The assistant GM can roleplay NPCs, run bad guys in combat, etc. This is especially easy with published modules or RPGA games, since the printed module can be read by both GMs.

2) Have PCs run allied NPCs since GM will have hands full with multiple enemies.

3) Only one big combat in a session. One or more speed bump combats, traps, puzzles, etc.
 

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