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How do you deal with a large group of Players and PCs?
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<blockquote data-quote="Quickleaf" data-source="post: 2979320" data-attributes="member: 20323"><p>I recommend adjusting your GMing style, in particular sharing the GMing burden. You said you have 7 players right? Assign each of them a role which takes some of the burden off of you. For example, one player could be the journal-keeper, another the cartographer, another might provide minion stats, another could help work up custom content, another tracks initiative order in combat, another could be "vibes watch" (calling a time-out if people are getting upset), and so on. Ideally each player gets a role that they're really interested in, thus lightening your load. Oh yeah, having the group decide on a "party leader" is a wise idea too.</p><p></p><p>You may even consider recruiting a co-GM who handles a specific aspect of the game/world, like recruiting the wizard player to handle spells, or recruiting a fellow GM to handle adventures that take place in a certain part of the world.</p><p></p><p></p><p>Do you mean that you're finding it difficult to challenge the party?</p><p></p><p>First, have you considered the Snap d20 initiative system? If you're committed to using the complicated 3e rules (and I encourage you checking out something less complex, like True20 or Savage Worlds, especially with your group size), this might help lighten your load.</p><p></p><p>Another idea is to use the Sweet20 experience system as a gauge of how much "screen time" each PC is getting. If everyone isn't getting equal experience under this system then it's a sure bet that you need to shift your focus. Alternately, you could ask the players after your game if they felt they had enough "screen time."</p><p></p><p>Finally, you can take a few steps to speed up game play.</p><p>* Cut out unnecessary details. Keep your narratives concise and to the point. Likewise, minimize the background material you give them. Focus on the adventure itself.</p><p>* Break down your time. If you have 3 hours to play, figure how much time each part of the adventure should take and plan accordingly. During combat give each player a set amount of time to declare what they're doing. Keep the pace moving.</p><p>* Have players write down what class/feats/spells they wish to take for their next level BEFORE advancing. This allows level ups to happen seamlessly without stopping the game, and it gives you an excuse to let them level without training if need be.</p><p>* Have most minor villains "take 10" on all rolls, including combat rolls. Also consider adopting a one-hit one-kill policy with nameless minions that don't present a real challenge individually. This saves you tracking HP needlessly.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2979320, member: 20323"] I recommend adjusting your GMing style, in particular sharing the GMing burden. You said you have 7 players right? Assign each of them a role which takes some of the burden off of you. For example, one player could be the journal-keeper, another the cartographer, another might provide minion stats, another could help work up custom content, another tracks initiative order in combat, another could be "vibes watch" (calling a time-out if people are getting upset), and so on. Ideally each player gets a role that they're really interested in, thus lightening your load. Oh yeah, having the group decide on a "party leader" is a wise idea too. You may even consider recruiting a co-GM who handles a specific aspect of the game/world, like recruiting the wizard player to handle spells, or recruiting a fellow GM to handle adventures that take place in a certain part of the world. Do you mean that you're finding it difficult to challenge the party? First, have you considered the Snap d20 initiative system? If you're committed to using the complicated 3e rules (and I encourage you checking out something less complex, like True20 or Savage Worlds, especially with your group size), this might help lighten your load. Another idea is to use the Sweet20 experience system as a gauge of how much "screen time" each PC is getting. If everyone isn't getting equal experience under this system then it's a sure bet that you need to shift your focus. Alternately, you could ask the players after your game if they felt they had enough "screen time." Finally, you can take a few steps to speed up game play. * Cut out unnecessary details. Keep your narratives concise and to the point. Likewise, minimize the background material you give them. Focus on the adventure itself. * Break down your time. If you have 3 hours to play, figure how much time each part of the adventure should take and plan accordingly. During combat give each player a set amount of time to declare what they're doing. Keep the pace moving. * Have players write down what class/feats/spells they wish to take for their next level BEFORE advancing. This allows level ups to happen seamlessly without stopping the game, and it gives you an excuse to let them level without training if need be. * Have most minor villains "take 10" on all rolls, including combat rolls. Also consider adopting a one-hit one-kill policy with nameless minions that don't present a real challenge individually. This saves you tracking HP needlessly. [/QUOTE]
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