RPGs for 7 - 9 players

BookTenTiger

He / Him
Hi all, I'm planning a big trip with a bunch of gaming friends. We can obviously split into two groups to play D&D or other games, but I wanted to gather some ideas for RPGs that work well for 7 - 9 players.

I do not think 5e, 4e, or 3e D&D or Pathfinder belong on this list. In my experience, games like Ironsworn do well with up to 2 - 4 players.

What are some games I should check out?
 

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DEFCON 1

Legend
Supporter
For me I'd go with games that have only very minor mechanical heft-- both in the number of times the game asks you to use mechanics, and in how in-depth the mechanics are. The less often you need to use them and the less amount of options players have to sift through to decide what to do would make for faster turns and allow you to churn through your players actions at a quicker rate.

For 7-9 players I'd probably go with like a one-shot of Paranoia... as the more players you have, the sillier things will get (which of course is what you want in a game like that.)
 

Voadam

Legend
I agree, super rules light I think is best so that mechanically action is resolved individually very quickly.

I played a fantastic game of a variant D&D flavored Honey Heist (free and one page of rules) with something like eight players where each character rolled randomly had distinct roleplaying hooks and free form archetype appropriate abilities that we came up with on the fly in the game. I played one of two rookie clerics in the group and had a blast.
 

aramis erak

Legend
There's no need for rules light; there is need for straightforward rules that resolve quickly. Different things. Rules medium with low rolling can and often does work fine.

It also helps a lot if players know what the dice needed are going to be in advance, and that difficulty doesn't affect the numbers, types, nor modifiers to, the dice themselves.

Games I've run for 9p+ groups: WFRP 1E, WEG Star Wars, my own homebrew Trek game (12p campaign, 2 PCs per.).

other Games into the 7 or 8p I've run: AD&D2*, Advanced Marvel Super Heroes (TSR), Legend of the Five Rings 5th (starts to break at 8; I've had a couple 10p sessions), Ars Magica (8p campaign), FASA Star Trek Role Playing Game (both eds) (7p), The One Ring (7p), MegaTraveller (7p), Mouse Guard (7p), Star Trek Adventures (8p con session), Talisman Adventures (7p campaign), Tunnels and Trolls 5th edition (from 1979! 8p 1-shot)

Games I've been in a player of with 7+, but not run large parties: Star Frontiers, AD&D1e*, Palladium Fantasy RPG.

Of that list the ones I'd not use? AD&D (either), Ars Magica (because it works best with deep character investment, my own Trek game as it is too detailed, FASA Trek (lack of utility in certain roles). Palladium, simply because it lacks social rules.

Ones with minor issues to be aware of in large group play:
The One Ring - the hope pool can result in issues due to discussions over whether or not the draw will result in shadow... (technically, each draw requires support of half the party or it generates a point of shadow), and the combat conceptually takes a couple sessions to set in.
MegaTraveller: keeping track of who has gone in combat. Modifiers to rolls.
Mouse guard: you need to increase the number of GM turn encounters above 4p, I added a duplicate per 2 players over, I'd actually suggest 1 per player over... but it also lengthen's the session proportionally, and at 5, you have to have two teams in conflict. Luke Crane said I was crazy... but it ran beautifully for a 7p mini-campaign.
Tunnels and Trolls: it helps to have a good calculator to hand. I'd use 7.5 or Deluxe these days, but the core is still the same.

Major issues:
Advanced Dungeons and Dragons (both): combat can strongly suffer from analysis paralysis (spellcasters), and it only works well in large groups when the GM trims back the rules a good bit. Given that I refuse to run either ed again... I can't recommend it.
Ars Magica: for a short run, not so good. lots of paperwork in the intended playstyle.
 

Work well is the tough part. IMO, TTRPGs generally don't work well with such sizes - though I'm of the opinion that 1 GM and 3 Players is the ideal, which is low for other tables.

This runs into the Dinner Party problem where as you get past 4 or 5 people , you start having conversations (or really any social activities) splinter. 6 (including the GM, so 5 players) is still very much doable especially since TTRPGs give more structure than normal conversations but that is usually the point I see a lot more side talk. With 7 players, you are fighting against human psychology to keep focus with such limited ability for everyone to get to contribute (as the GM is the only medium). And I'd worry 8 and 9 players get even tougher.

If I were forced to entertain such sizes and wanted some of that roleplay feel, I would probably switch to other mediums. LARPing can easily handle huge groups. Murder Mystery Game Kits usually have a minimum of a higher number and are probably easier and more familiar to introduce.

But to try and answer the question, I would avoid my usual narrative games with less structure unless you have very sharp spotlight management skills.
  • Microscope can allow a huge number to contribute to worldbuilding and break into smaller scenes. The audience may need to be comfortable acting more as audience. But the game will bounce around to different players to be in charge of setting scenes, so the structure helps a lot.
  • Lighter combat systems like Mazerats, Blackhack or early Dungeon Crawl Classics (I could see a Level Zero Funnel being a fun experience with just a real mob of commoners). Fast turns with initiative (I'd just use clockwise around the table initiative with this number) to structure out spotlight management will keep things smooth.
 

payn

I don't believe in the no-win scenario
Id probably go Fiasco or board games. I really dislike RPGs for groups that large.
 


Hi all, I'm planning a big trip with a bunch of gaming friends. We can obviously split into two groups to play D&D or other games, but I wanted to gather some ideas for RPGs that work well for 7 - 9 players.

I do not think 5e, 4e, or 3e D&D or Pathfinder belong on this list. In my experience, games like Ironsworn do well with up to 2 - 4 players.

What are some games I should check out?

Apocalypse World handles 7-9 easily

Apocalypse Keys can too, but a bit more hearts and feels

Blades in the Dark handles 7+ players just fine.

Marvel Heroic roleplaying (cortex) if you can ge ta copy off ebay, very easily handles 10+ players
 

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