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<blockquote data-quote="Quickbeam" data-source="post: 1386650" data-attributes="member: 635"><p>I'm running groups in two separate games right now. One is D&D with six regulars and an occasional seventh when he's in town, the other is a CoC group which contains seven players at the moment.</p><p></p><p>My recommendations are as follows:</p><p>** Demand that players be ready to act when their turn during combat or other ordered activities occur. We usually use a 30 second rule. If you haven't managed to express your desired action in within the time limits, it's presumed your character held his/her action for the round.</p><p>** Encourage players to keep index cards or notes with common spells, special attacks, etc., handy so that bonuses, effects, and the like do not need to be calculated time and again.</p><p>** At stated several times already in this thread, keep off topic conversations to a minimum.</p><p>** When the group splits up, shift focus frequently between the various party segments so that no one is left inactive too long.</p><p>** Pre-roll initiative for your "monsters" and NPC's which may be involved during the upcoming session, ahead of time. Prepare your own crib notes with various stats and vital story details so that you (as GM) don't contribute to bogged down play and/or overlong encounters.</p><p>** And perhaps most important of all, do not allow rules discussions, complaints, or other such items to sidetrack the game. These matters can (and should) be handled <em>after</em> the session.</p><p></p><p>Good luck, and let us know how things go!</p></blockquote><p></p>
[QUOTE="Quickbeam, post: 1386650, member: 635"] I'm running groups in two separate games right now. One is D&D with six regulars and an occasional seventh when he's in town, the other is a CoC group which contains seven players at the moment. My recommendations are as follows: ** Demand that players be ready to act when their turn during combat or other ordered activities occur. We usually use a 30 second rule. If you haven't managed to express your desired action in within the time limits, it's presumed your character held his/her action for the round. ** Encourage players to keep index cards or notes with common spells, special attacks, etc., handy so that bonuses, effects, and the like do not need to be calculated time and again. ** At stated several times already in this thread, keep off topic conversations to a minimum. ** When the group splits up, shift focus frequently between the various party segments so that no one is left inactive too long. ** Pre-roll initiative for your "monsters" and NPC's which may be involved during the upcoming session, ahead of time. Prepare your own crib notes with various stats and vital story details so that you (as GM) don't contribute to bogged down play and/or overlong encounters. ** And perhaps most important of all, do not allow rules discussions, complaints, or other such items to sidetrack the game. These matters can (and should) be handled [i]after[/i] the session. Good luck, and let us know how things go! [/QUOTE]
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