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<blockquote data-quote="Mengu" data-source="post: 5406462" data-attributes="member: 65726"><p>For what it's worth, my advice would be "Just don't do it. "</p><p></p><p>Break it into two groups, run each group every other week, or see if anyone in either group will volunteer to run. 3-3.5 hrs is entirely too short to even build a story for 9 PC's. And one combat could take 3-3.5 hrs. And in combat a player has to wait for 8 other player turns, and 9 players worth of monster turns, to take a second turn. That is a crazy long time to wait. Not to mention challenging a group of 9 is going to be very difficult due to the amount of redundancy such a group is likely to have.</p><p></p><p>6 is the max I want to handle in most any game. I've tried some sessions with 7 and it just gets too hectic for me. It's not worth the headache. In my games though I put a lot of effort into creating situations that highlight the strength of each PC, make sure each PC has a part of the plot they can attach themselves to, and be involved. With 9 players, that would be a major headache for me.</p><p></p><p>Another option I suppose is to play LFR style where you try to contain each session as 1 adventure, and run the sessions first come first serve, when someone can't make it you have substitutes.</p><p></p><p>Yet another thing I do in my game is I have a substitute player. In the absence of a player, the substitute plays that player's PC, instead of me having to NPC them. This way in combat more justice can be done to that character's abilities, and they don't quite walk around like a zombie, or vanish from the middle of the adventure to reappear next session. If you expect frequent absences, you can have a cast of characters of 6, and whoever shows up can play one of the characters that are not being played. You could even build in MPD into one of the shared characters.</p><p></p><p>Again, my advice is "Just don't do it." Find another solution.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5406462, member: 65726"] For what it's worth, my advice would be "Just don't do it. " Break it into two groups, run each group every other week, or see if anyone in either group will volunteer to run. 3-3.5 hrs is entirely too short to even build a story for 9 PC's. And one combat could take 3-3.5 hrs. And in combat a player has to wait for 8 other player turns, and 9 players worth of monster turns, to take a second turn. That is a crazy long time to wait. Not to mention challenging a group of 9 is going to be very difficult due to the amount of redundancy such a group is likely to have. 6 is the max I want to handle in most any game. I've tried some sessions with 7 and it just gets too hectic for me. It's not worth the headache. In my games though I put a lot of effort into creating situations that highlight the strength of each PC, make sure each PC has a part of the plot they can attach themselves to, and be involved. With 9 players, that would be a major headache for me. Another option I suppose is to play LFR style where you try to contain each session as 1 adventure, and run the sessions first come first serve, when someone can't make it you have substitutes. Yet another thing I do in my game is I have a substitute player. In the absence of a player, the substitute plays that player's PC, instead of me having to NPC them. This way in combat more justice can be done to that character's abilities, and they don't quite walk around like a zombie, or vanish from the middle of the adventure to reappear next session. If you expect frequent absences, you can have a cast of characters of 6, and whoever shows up can play one of the characters that are not being played. You could even build in MPD into one of the shared characters. Again, my advice is "Just don't do it." Find another solution. [/QUOTE]
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