I have too many players and not enough ideas, please help!

SuperFlyTNT

First Post
I dont know how it happend, I havent DM'd in about six months, my buddy was doing a d20 modern but he got shipped out to Iraq so Im back to being DM for our group. I wound up with seven players. Im taking measures to cut one out and that will leave me with six, I think I can handle that... but Im having a hard time coming up with decent CR's for them and a good story that keeps them all involved. Im fairly new to being a DM... Almost a year now, but my frist group was two people and it grew from there. I need your help guys, how would you handle this?
 

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Try a monster-of-the-week sort of thing.

Basically, avoid any but the most basic of plots for the first, say, 5-10 sessions, so you can see who's a regular and who isn't. That way, you don't have a plot derailed by the key player going out for drinks instead of a game.

I understand that, for larger parties, it's easier to add lower-CR stuff than to make the one big thing tougher, as that more easily leads to PC deaths.

Brad
 

Being slightly inexperienced in GMing I would suggest that you use modules. Use lower then normal adventurer stats to make everyone specialize in their abilities instead of allowing generalists to take over the group.

Also ask your Players to help you with your campaign. Have someone keep notes helps them to stay focused on the game and keep clues in sight. Have your Players suggest a course of action they might take so you are not stumped by a sudden change in campaign direction. Reframe from being the solo GM (ask two others to GM so you do not get burn out).

Allow for feedback, but do not allow abuse of that communication to take place.

Use figures and battle mats as they can help with your energy direction- you will not have to keep in mind where everyone is and what villains are doing what.

Most of all remember that it’s a game and its suppose to be fun. :cool:
 

BlackSilver's idea is a good one. While the adventure path modules are designed for the basic 4 person party, many to most 3rd party modules suggest use with larger groups. Poke around on the reviews area here on enworld and you're bound to find something that fits. Take it easy and good luck!
 

cignus_pfaccari said:
Basically, avoid any but the most basic of plots for the first, say, 5-10 sessions, so you can see who's a regular and who isn't. That way, you don't have a plot derailed by the key player going out for drinks instead of a game.

Good advice here in my opinion. Stick to the simpler plots in the beginning. With a new group forming you do want to be sure that you know who your regular and committed players are. Otherwise as Cignus_Pfaccari said you can have a plot centered on someone you thought was a regular and suddenly decides he isn't so into the game. Plus keeping it simple in the beginning will help your players give you an idea of what they want to do where they want to head.

BlackSilver said:
Being slightly inexperienced in GMing I would suggest that you use modules. Use lower then normal adventurer stats to make everyone specialize in their abilities instead of allowing generalists to take over the group.

While modules sometimes make things easier, make sure you read them and read them again. You need to know them very well in order to improvise and answer unusual questions quickly. I often find I have an easier time running things I wrote as I know every detail or to at least modify a module enough that it forces me to become quite familiar with it.
 

The problem is they are all regulars. The one kid just seems to show up uninvited, so were switching our night and moving to a different house for a few sessions. That leaves me with one less, the other players told me how glad they were to have me back as a DM because our other DM was to much a kick in the door dm and I like to have stories and plot. Two of my players told me they look forward to D&D all week and that Im doing a good job, Im just getting really burned out really fast.
 

keep it simple

Here's some Top 10 advice from a 25-year gamer & DM. I consider these tips to be the refinement of my gamecraft.

1) Get a subscription to Dungeon or buy it at your FLGS. It is, to me, consistently the best value in my RPG purchases. You're a little late to pick up the 11-part Shackled City Adventure Path (although I think all the back issues are available at paizo.com), but the three most recent issues have a great 3-part adventure. Each monthly issue has 3 adventures: low, mid & high level. I have run several campaigns from its pages.

2) Stick to the core books of whatever game you're running. Less is more. You & your players don't need all those other options. I believe I can run any kind of fantasy game I want with the PHB, DMG & MM. Addding 1 sourcebook is more than enough.

3) Use counters for the bad guys. The Counter Collection Digital CD is great. You can also scan & resize pictures from any book. Word is a great tool for printing them on cardstock in quadruplicate with lined borders so they can be scored, cut, folded & taped to form a 3D counter. Let your players crush them if they defeat the foes. (I love metal & plastic miniatures, but they are expensive to buy & store. I have way too many already, but you may be able to avoid it. Painting can be really fun & relaxing, so enjoy it when you are playing by painting your character.)

4) Use miniatures for the good guys. Encourage (or require) your players to have a mini for their character(s). It is good roleplay, and it will help you distinguish the sides in combat if you use counters for the bad guys.

5) Use 1" grid lined easel pads for big, tactical maps. You can get them at an office supply store. Or if you have the hardware, scan those maps and poster print them on several sheets of regular paper that you can use as tiles as they explore or fight. Otherwise, go to your local newspaper and ask if you can have an end roll--the left over paper at the end of a print run. My paper sells them out of the back loading dock for $1 a roll. They don't want them because it breaks the printing presses to let the paper run out. You can use this paper for big maps, and your players won't be counting squares or playing checkers for tactical movement. With any of these options, you can use regular markers, pencils or crayons to make the maps. Many times, I let the players draw them from my descriptions (likely from the module).

6) Use a quarter under the minis for the PC's light sources. You can buy colored plastic disks, but a quarter works, too (and is probably cheaper).

7) Get intiative cards from the Game Mechanics. They are free and are a great tool for running combat. You can use index cards instead, but I think it would be more work. They even sell cards with all the monsters pre-printed (an investment I may make soon).

8) Don't buy sourcebooks. Buy adventures. If you like a campaign setting, buy it only if it has adventures or modules published--preferably an entire campaign's worth. A good epic module will have both elements, like Mesopotamia.

9) Don't be afraid to get rid of something that isn't working. I just parted with all my AD&D books. It was really tough, but I wasn't using it and likely would never use it again (plus, I need room for a nursery).

10) Keep the focus on play, not work, in your game. It is all for fun, after all. For example, I have given up on keeping campaign logs or journals. It's just too much work. I give experience after every session and just wait for the next session. It sounds like you have this in-hand with the plan to get rid of a problem player (but you should be as forgiving or at least as direct as you can with him).

Enjoy.
 

If you're concerned about level-balance, a 6 character party has +1 EL. That is if they're all 1st level they are a party of EL 2 not 1 as would be a normal 4 character group.

Thus a CR 2 encounter/trap etc is a standard challenge for 6, but a slightly difficult one for 4 characters.

As for plots etc ... if they like you because of the roleplaying and not the kick in the door, then go with that. It is easily the best way. I find if you let players get into their roles and start roleplaying without asking for rulings and looking to you to nose-lead them it is fantastic. I've run sessions where I've only had to look up a die result for a player and roleplay NPCs and not lift a finger as the players went happily along their roleplaying ways.

Take the "monster of the day" idea but make it the socio-political topic of the day. Introduce into the campaign/session and let the players talk it out, roleplay with your NPCs etc, with a fight or two thrown in VOILA.

It is the way I start my camapaigns and sessions. Then when players want a bit of thumping I give them the thumping chances.

For example:

NPC's daughter has been kidnapped, no one knows anything. Party begins to investigate - its all roleplaying while interrogating witnesses etc, some rolling of dice for skills, etc. No fights. This could fill in a complete session. You assign each clue-hunt a CR.

They stumble across a lowly thug who kidnapped the girl, they attack. If they capture/iterrogate him or search his place they find its a kidnapping sideline of a drug ring. Then the moral complications begin to surface. Do they stop the evil drug ring? Do they just rescue the girl because that's what they were paid for? Etc. Another session over.

Then later on if they didn't stop the ring, it could grow and become a power in the city ... something like that.

D
 


I would like to second the vote for counters, maps, and other visuals. Do all that you can to make the mechanics of running the actually game day session as easy as possible. When you are a new GM, the worst thing that can probably happen is to get flustered during the game itself.

Modules can be a good source of inspiration. If you are happy with your ability to come up with things for the PCs to do, I would skip them though. Maybe use one or two until you understand the flow of a solid adventure. Also, stick to the basics whenever possible. I wouldn't try anything too complicated until you have been a GM for 2-3 years at least.

If you find you are actually running dry on ideas, the DMG has a section of 100 adventure ideas. If all else fails, roll d% and go from there. In addition, there are plenty of other sources of ideas. As they say in the screenwriting biz, everyone has ideas. The real gem is a completed screenplay, or in this case, adventure.

I would also like to second the vote for sticking to the main books. Nothing ruins a campaign faster than burdening the GM with new optional rules. Stick to what you know and understand, and throw out everything else.
 

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