My group is TOO BIG

I currently run 11 players - here are a few tips to help out:
1- get someone to co-DM. This person looks up rules, helps create plot, plays NPCs, etc. This is a second DM to HELP you, not run a separate game (though this often happens once they start looking for major goals to complete)

2 - Make sure that the plot is well developed in advance. Let me be clear here, this does not mean railroad, but have a rough sketch in your mind on what will be available to the party. Put multiple rumors in the Inn that lead to actual encounters. Use the ones they are interested in as a guide as to what the party wants to do - for example, if the party is currently hearing abut the swamps to the south (undead) a war to the north (evil mage) and a heretofore undiscovered (and therefore unexplored) island off the coast to the east of the city they are in, they have three options. If they thumb their collectives noses at the northern campaign and fear that the southern campaign might be beyond them and the eastern campaign is the way to go, you have insight to their play style and wishes and you have an easier time of planning the campaign.

3 - KEEP COPIOUS NOTES!!! Any information you give them will come back to haunt you if you allow it, and not remembering is a sure invitation for the "D'Oh" to come visit.

4 - Take breaks every so often to allow the brains not to become mush - 15 minutes every 3 hours is a good rule but find what works for you.

5 - If possible, find a way to do long sessions few times rather than multiple session with short times, it helps with campaign cohesion.

6- If you feel fatigued or burnout setting in, let them know. Schedule something else, movies, video games, pizza party, whatever. don't try to 'work through it' because the campaign will de-rail and you will have a real problem on your hands.

My current campaign is now in its fourth year and looks to go for at least another two.
 

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Great advice all around, this was extremely helpful. I'm thinking about Maybe training a Co-DM for my campaign ( and hopefully getting a full fledged DM out of the deal). I've been taking bits of everyone's advice especially streamlining tips. I copied down the PC Initiative and their basic Stealth/Awareness skills so I can do a few rolls for them especially secret rolls.

For the other campaign our newest member decided not to join that one and the DM decided one more person should opt out. No one wanted to so we decided to draw lots. I asked the group if I could be exempt seeing as I DM my own campaign. If any one person thought so I would put myself in but everyone agreed I should not be in the drawing (probably cause I'm the only cleric in that campaign). We took 9 GO beads (8 white and 1 black) and dropped it in a brown bag and everyone else drew. It was kinda dramatic cause the last bead was stuck under a flap and it seemed like it the bag was empty. Anyways we found the bead and the PC's all showed their beads. Our wizard won't be showing up for the second campaign. Not 20 seconds after this our rouge ( for both campaigns) ask the DM if we could have his stuff. Funny thing is, I don't think he was joking.

For now we will test it out and more than likely it wont make a difference so we will probably invite him back for that campaign. The one rule we did establish though;
NO MORE INVITES!!!. At least without a group consensus, or at least DM permission.


Thanks everyone for the help and I'll tell you how it goes next week.
 

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