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Need Guidance on running a large group
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5406838" data-attributes="member: 98255"><p>I've been in a group with 10 players before, albeit under a different edition, but the problem I would point out has more to do with players than game systems.</p><p></p><p>Firstly, it was nearly total chaos at pretty much all times. The DM nor the group were particularly distraction-prone, but anything outside of the turn-based combat structure was, at best, a contest to see who could talk over everyone else. The loudest voices got heard, everyone else was drowned out in the din. Mind you, with mature, courteous players, this should not be a problem, but in my case, we were young, mostly all friends, and a mix of personality types. Obviously, the more competitive types usually talked the loudest also.</p><p></p><p>Secondly, what everyone has said about party splitting holds absolutely true. You must keep a tight rein on players who might wander off to "do their own thing." In fact, I strongly suggest that you don't allow this at all. Given your short sessions, keeping all non-game elements to a minimum is probably best. Large groups are incredibly difficult in story-driven games. Unless, like others have suggested, you split this into two groups.</p><p></p><p>In our current group, we have 5 players (fairly role-balanced party, and usually one or more NPCs (story reasons), and combats still tend to drag at times. Even with numbers like this we've had combats that sound straghtforward enough take upwards of 4 hours. Though, I will point out that this group is fairly prone to lengthy and frequent distraction.</p><p></p><p>As others have suggested, with a group this large, discipline is key. Don't put up with a lot of table talk, or you'll never get anything done. I would suggest paper sheets and power cards only; smartphones and laptops will inevitably lead to further distraction. YMMV, but this has been my experience.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5406838, member: 98255"] I've been in a group with 10 players before, albeit under a different edition, but the problem I would point out has more to do with players than game systems. Firstly, it was nearly total chaos at pretty much all times. The DM nor the group were particularly distraction-prone, but anything outside of the turn-based combat structure was, at best, a contest to see who could talk over everyone else. The loudest voices got heard, everyone else was drowned out in the din. Mind you, with mature, courteous players, this should not be a problem, but in my case, we were young, mostly all friends, and a mix of personality types. Obviously, the more competitive types usually talked the loudest also. Secondly, what everyone has said about party splitting holds absolutely true. You must keep a tight rein on players who might wander off to "do their own thing." In fact, I strongly suggest that you don't allow this at all. Given your short sessions, keeping all non-game elements to a minimum is probably best. Large groups are incredibly difficult in story-driven games. Unless, like others have suggested, you split this into two groups. In our current group, we have 5 players (fairly role-balanced party, and usually one or more NPCs (story reasons), and combats still tend to drag at times. Even with numbers like this we've had combats that sound straghtforward enough take upwards of 4 hours. Though, I will point out that this group is fairly prone to lengthy and frequent distraction. As others have suggested, with a group this large, discipline is key. Don't put up with a lot of table talk, or you'll never get anything done. I would suggest paper sheets and power cards only; smartphones and laptops will inevitably lead to further distraction. YMMV, but this has been my experience. [/QUOTE]
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