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General Tabletop Discussion
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Need Guidance on running a large group
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<blockquote data-quote="C_M2008" data-source="post: 5406741" data-attributes="member: 65375"><p>Assuming you HAVE to run this many players.</p><p> </p><p>Delegate - someone else has to run initiative, declare who's up and who's on deck.</p><p> </p><p>Timing- you're going to have to give people a time limit on their turn, and it's going to have to be short - I'd suggest 30 seconds. Exceed the limit lose the rest of your turn. Another person to monitor this for you.</p><p> </p><p>DM efficiency - Make your turns as efficient as possible, when other players are rolling, roll at the same time. Better yet have some rolls made and written down before the session even begins-use in order of your list.</p><p>This also means to use monsters that make combat faster (ie-no huge HP, huge defense monstrosities, minimal healing monsters-preferably none).</p><p> </p><p>Power cards - a must.</p><p> </p><p>A good battlemat helps - large and being able to write on it are very useful and allow easy tracking of effects, zones, etc.</p><p> </p><p>As for accessories - miniatures will help, but I'd suggest using tokens with </p><p>numbers on them instead for the monsters - this makes it easy to track which goblin has taken damage and for the players to declare their attacks (I'll attack goblin 7). Efficiency is more important here than good looking mini's for generic foes. </p><p> </p><p>House rules - I'd advise not allowing reference of books except at the end of sessions (when you'll handle level ups).</p><p>I'd also advise either reducing monster Hp & increasing damage or using average damage for player at will abilities (no adding numbers - which is really slow for some people, reduces die rolls).</p><p> </p><p>My advice is geared to combat as this is what the slowest portion of the game is. I would advise a timer on RP encounters too, so everyone gets a chance to speak though.</p></blockquote><p></p>
[QUOTE="C_M2008, post: 5406741, member: 65375"] Assuming you HAVE to run this many players. Delegate - someone else has to run initiative, declare who's up and who's on deck. Timing- you're going to have to give people a time limit on their turn, and it's going to have to be short - I'd suggest 30 seconds. Exceed the limit lose the rest of your turn. Another person to monitor this for you. DM efficiency - Make your turns as efficient as possible, when other players are rolling, roll at the same time. Better yet have some rolls made and written down before the session even begins-use in order of your list. This also means to use monsters that make combat faster (ie-no huge HP, huge defense monstrosities, minimal healing monsters-preferably none). Power cards - a must. A good battlemat helps - large and being able to write on it are very useful and allow easy tracking of effects, zones, etc. As for accessories - miniatures will help, but I'd suggest using tokens with numbers on them instead for the monsters - this makes it easy to track which goblin has taken damage and for the players to declare their attacks (I'll attack goblin 7). Efficiency is more important here than good looking mini's for generic foes. House rules - I'd advise not allowing reference of books except at the end of sessions (when you'll handle level ups). I'd also advise either reducing monster Hp & increasing damage or using average damage for player at will abilities (no adding numbers - which is really slow for some people, reduces die rolls). My advice is geared to combat as this is what the slowest portion of the game is. I would advise a timer on RP encounters too, so everyone gets a chance to speak though. [/QUOTE]
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