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Managing a large group of players
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<blockquote data-quote="Vaslov" data-source="post: 4862309" data-attributes="member: 37953"><p>I run a game with 9 players and would not have it any other way. I love it. Most of what I have to share is version neutral. Some great tips above so I will try to stay on other thoughts.</p><p></p><p>1. Understand what drive your players. Story? Combat? Puzzle solving? With a large group you will likely have people all over the spectrum. Bring something to the table for each of the players is something you should plan to do over the course of the game. I try to have a story important moment for 2-3 of the characters per game where their contribution is critical. </p><p></p><p>2. Keep their attention. With such a large group this can be very tough. You will find side conversations going on. Completely natural. Just set some ground rules that when called on they are in game they need to react. </p><p></p><p>3. One thing I love about having such a large group is early on they can handle larger challenges. Don't be afraid to toss something nasty at them. From threads I have seen on EN I (anecdotally) believe there are a significant number of 4E DM's that will stay away from Solo's. A large parties are made for solos. They can take a beating and keep on ticking while the party will have plenty of special powers to go around.</p><p></p><p>4. Skill challenges can be multi faceted. Mutiple skills checks needed across the board over a short time period to win the battle. There is a great thread somewhere on the boards that talks about skill challenges where Priatecat (I think) had players batteling some tenacles while others made skill checks to keep some evil bad nasty locked away in its arcane cage. Look it up as it oozes ideas about skill challenges, which large parties excel at.</p><p></p><p>5. I know it's hersey, but most of the time I don't use a mat for mini's. I do pull it out for important battles, but most of the time we run it in our minds. As the DM just keep in mind that you want the players to do cool things with their powers. Encourage it with some favorable rulings about what can be done when playing w/o mini's. </p><p></p><p>When I do pull out the mat I have one long side of the table reserved for me. Their is not enough room for everyone so the players cycle in and make their move. Meanwhile they take the situation back to everyone else and they brainstorm on next steps as a team. Much to my suprise this has actually fostered better teamwork and coordination.</p><p></p><p>6. I see some others mention a co-DM. I have one player who swithced sides of the screen to be a co-DM, but it was not planned to be that way. In a large group decision making is a slow process. Everyone wants to voice their characters opinion and have an impact. It takes time and I let them have it. Well, most of the time. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> One of my players could not stand it. Too much chaos and time wasted for her and she was about to quit until I explained what I needed in a co-DM. I typically let her run most of the NPC's in combat rolling dice/etc and some of the roleplaying of NPCs during encounters. It lets me focus on the big picture and deal with rule questions when they come up. She loves it as she gets to (virtually) beat on the rest of our friends and scare the dickens out of them from time to time speaking as an NPC. Sure she can say something unplanned, but I'm free to adjust plans to match what she says. The game has taken some great unexpected twists thanks to this and is richer for it.</p><p></p><p>I hope this helps! Have fun!</p><p></p><p>p.s. coordinating schedules for a game of a large groups stinks. Think upfront how you want missing players to be handeled as a group. This isn't your problem alone so I suggest not trying to solve it on your own.</p></blockquote><p></p>
[QUOTE="Vaslov, post: 4862309, member: 37953"] I run a game with 9 players and would not have it any other way. I love it. Most of what I have to share is version neutral. Some great tips above so I will try to stay on other thoughts. 1. Understand what drive your players. Story? Combat? Puzzle solving? With a large group you will likely have people all over the spectrum. Bring something to the table for each of the players is something you should plan to do over the course of the game. I try to have a story important moment for 2-3 of the characters per game where their contribution is critical. 2. Keep their attention. With such a large group this can be very tough. You will find side conversations going on. Completely natural. Just set some ground rules that when called on they are in game they need to react. 3. One thing I love about having such a large group is early on they can handle larger challenges. Don't be afraid to toss something nasty at them. From threads I have seen on EN I (anecdotally) believe there are a significant number of 4E DM's that will stay away from Solo's. A large parties are made for solos. They can take a beating and keep on ticking while the party will have plenty of special powers to go around. 4. Skill challenges can be multi faceted. Mutiple skills checks needed across the board over a short time period to win the battle. There is a great thread somewhere on the boards that talks about skill challenges where Priatecat (I think) had players batteling some tenacles while others made skill checks to keep some evil bad nasty locked away in its arcane cage. Look it up as it oozes ideas about skill challenges, which large parties excel at. 5. I know it's hersey, but most of the time I don't use a mat for mini's. I do pull it out for important battles, but most of the time we run it in our minds. As the DM just keep in mind that you want the players to do cool things with their powers. Encourage it with some favorable rulings about what can be done when playing w/o mini's. When I do pull out the mat I have one long side of the table reserved for me. Their is not enough room for everyone so the players cycle in and make their move. Meanwhile they take the situation back to everyone else and they brainstorm on next steps as a team. Much to my suprise this has actually fostered better teamwork and coordination. 6. I see some others mention a co-DM. I have one player who swithced sides of the screen to be a co-DM, but it was not planned to be that way. In a large group decision making is a slow process. Everyone wants to voice their characters opinion and have an impact. It takes time and I let them have it. Well, most of the time. :) One of my players could not stand it. Too much chaos and time wasted for her and she was about to quit until I explained what I needed in a co-DM. I typically let her run most of the NPC's in combat rolling dice/etc and some of the roleplaying of NPCs during encounters. It lets me focus on the big picture and deal with rule questions when they come up. She loves it as she gets to (virtually) beat on the rest of our friends and scare the dickens out of them from time to time speaking as an NPC. Sure she can say something unplanned, but I'm free to adjust plans to match what she says. The game has taken some great unexpected twists thanks to this and is richer for it. I hope this helps! Have fun! p.s. coordinating schedules for a game of a large groups stinks. Think upfront how you want missing players to be handeled as a group. This isn't your problem alone so I suggest not trying to solve it on your own. [/QUOTE]
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