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My group is TOO BIG
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<blockquote data-quote="SavageRobby" data-source="post: 4144948" data-attributes="member: 51573"><p>Our group isn't quite that big (8 usually), but I have some suggestions based off our games:</p><p></p><p><strong>Non combat periods</strong></p><p>* Treat non-combat sequences like movies, and do "cuts" back and forth from players/groups during the scenes (especially when the group or individuals split up). Try to leave each cut at a critical moment (like a mini-cliffhanger) to promote interest between cuts.</p><p>* Try to have one cool "thing" for each player, each session - a clue only they can solve, a monster or NPC contact that has to do somehow with their backstory, or if nothing else, a special item they get.</p><p>* Treat important non-combat moments like you would combat, in that you ask each person in rapid succession what they want to do. This helps keep the pace up and forestalls the inevitable slow-down that can happen in dead moments. (With a group that big, its hard to pull out of those slow-downs, too.)</p><p></p><p><strong>In combat</strong></p><p>* Give each player 10 seconds (max, I try to give fewer) to let someone declare their action when its their turn. If they don't, they're automoatically on hold and <em>immediately</em> move to the next PC/NPC in sequence. Keep the pace flowing.</p><p>* Have players do as much of the administrivia that usually falls into the DM's province as possible, such as rolling to hit/damage/saves for NPCs, tracking wounds/HP, handling initiative, etc. </p><p>* Have players that aren't in the picture handle NPC actions as well (if/when appropriate). This works especially well with mooks.</p><p></p><p></p><p>Another suggestion is to assign someone (usually the most rules knowledgable) to be the group rules bitch. Their job isn't to be the munchkin/lawyer type, but rather be the DM's designated rules helper - quote rules, look them up, etc. This should free the DM from looking things up in the rulebook (another huge time waster).</p></blockquote><p></p>
[QUOTE="SavageRobby, post: 4144948, member: 51573"] Our group isn't quite that big (8 usually), but I have some suggestions based off our games: [b]Non combat periods[/b] * Treat non-combat sequences like movies, and do "cuts" back and forth from players/groups during the scenes (especially when the group or individuals split up). Try to leave each cut at a critical moment (like a mini-cliffhanger) to promote interest between cuts. * Try to have one cool "thing" for each player, each session - a clue only they can solve, a monster or NPC contact that has to do somehow with their backstory, or if nothing else, a special item they get. * Treat important non-combat moments like you would combat, in that you ask each person in rapid succession what they want to do. This helps keep the pace up and forestalls the inevitable slow-down that can happen in dead moments. (With a group that big, its hard to pull out of those slow-downs, too.) [b]In combat[/b] * Give each player 10 seconds (max, I try to give fewer) to let someone declare their action when its their turn. If they don't, they're automoatically on hold and [i]immediately[/i] move to the next PC/NPC in sequence. Keep the pace flowing. * Have players do as much of the administrivia that usually falls into the DM's province as possible, such as rolling to hit/damage/saves for NPCs, tracking wounds/HP, handling initiative, etc. * Have players that aren't in the picture handle NPC actions as well (if/when appropriate). This works especially well with mooks. Another suggestion is to assign someone (usually the most rules knowledgable) to be the group rules bitch. Their job isn't to be the munchkin/lawyer type, but rather be the DM's designated rules helper - quote rules, look them up, etc. This should free the DM from looking things up in the rulebook (another huge time waster). [/QUOTE]
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