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<blockquote data-quote="Breaking Star Games" data-source="post: 9518849" data-attributes="member: 7042067"><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><ul> <li data-xf-list-type="ul"><strong>Microscope</strong> 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.</li> <li data-xf-list-type="ul"><strong>Lighter combat systems</strong> 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.</li> </ul></blockquote><p></p>
[QUOTE="Breaking Star Games, post: 9518849, member: 7042067"] 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. [LIST] [*][B]Microscope[/B] 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. [*][B]Lighter combat systems[/B] 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. [/LIST] [/QUOTE]
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