CanadienneBacon
Explorer
Thought the DM might like to hear from one of his players.
Forget about having much, if any, roleplaying. With groups larger than five or six, you can pretty much assume that there won't be a lot of time for it since combat will take longer, and it's hard to get all your players interested in a heavy rp-type game. I'll admit there are, of course, exceptions to this, but it's generally what ends up happening. If you have been toning down the combat XP you've been awarding us and mixing in your own ad-hoc roleplaying XP, then you may find that you wish to bump up the combat XP back to standard since we won't be getting as much rp XP. If it turns out there there's enough roleplaying going on to merit continued rp XP awards, then keep your system the same.
Food will be important. I suggest the players take turns bringing stuff to eat on a weekly basis. I will e-mail the rest of the players with this suggestion.
Passing notes is also a good idea, one that I'm accustomed to from past games. I do this no matter the size of the group.
Combat is going to cumbersome and will take a long time. It'll be hard on us because we'll have to wait a long time between turns and it may be hard on you because you may end up throwing more monsters at us that you'll have to keep track of. Anything you can do to keep your initiative rounds organized will be a help to you. If this means doing up initiative cards and printing them out to bring to the session, then so be it. The book will tell you what level and number of monsters to throw at us. You already know that we like combat to be tough...perhaps your monsters, if they have the intelligence for it, can use more difficult tactics. Example: kobolds are low CR creatures, but you can easily make them a MUCH tougher encounter if we have to fight them in their lair, on their terms. Kobolds are sneaky, like ranged weapons and nasty traps.
The players are going to feel neglected at times. That's just part of playing in a larger group. While you may wish to keep an open ear for any gripes you receive, don't be afraid to let a lot of them roll off your back like water on oil. I don't think you'll need to assert yourself as DM; the existing players can be counted on to set the tone when the new people join in. The cleric and I, at least, can be counted on to not let the others walk all over you.
Keep your confidence up. Gaming for 7 isn't too terribly different than gaming for three. Though combat may take some planning and preparatory organization on your behalf, the tone at the table is likely to be fast-paced (to you at least) and lively. More players means more opportunity for joking and having fun. Be prepared for a lot of table talk!
Ciao,
w.
Forget about having much, if any, roleplaying. With groups larger than five or six, you can pretty much assume that there won't be a lot of time for it since combat will take longer, and it's hard to get all your players interested in a heavy rp-type game. I'll admit there are, of course, exceptions to this, but it's generally what ends up happening. If you have been toning down the combat XP you've been awarding us and mixing in your own ad-hoc roleplaying XP, then you may find that you wish to bump up the combat XP back to standard since we won't be getting as much rp XP. If it turns out there there's enough roleplaying going on to merit continued rp XP awards, then keep your system the same.
Food will be important. I suggest the players take turns bringing stuff to eat on a weekly basis. I will e-mail the rest of the players with this suggestion.
Passing notes is also a good idea, one that I'm accustomed to from past games. I do this no matter the size of the group.
Combat is going to cumbersome and will take a long time. It'll be hard on us because we'll have to wait a long time between turns and it may be hard on you because you may end up throwing more monsters at us that you'll have to keep track of. Anything you can do to keep your initiative rounds organized will be a help to you. If this means doing up initiative cards and printing them out to bring to the session, then so be it. The book will tell you what level and number of monsters to throw at us. You already know that we like combat to be tough...perhaps your monsters, if they have the intelligence for it, can use more difficult tactics. Example: kobolds are low CR creatures, but you can easily make them a MUCH tougher encounter if we have to fight them in their lair, on their terms. Kobolds are sneaky, like ranged weapons and nasty traps.
The players are going to feel neglected at times. That's just part of playing in a larger group. While you may wish to keep an open ear for any gripes you receive, don't be afraid to let a lot of them roll off your back like water on oil. I don't think you'll need to assert yourself as DM; the existing players can be counted on to set the tone when the new people join in. The cleric and I, at least, can be counted on to not let the others walk all over you.
Keep your confidence up. Gaming for 7 isn't too terribly different than gaming for three. Though combat may take some planning and preparatory organization on your behalf, the tone at the table is likely to be fast-paced (to you at least) and lively. More players means more opportunity for joking and having fun. Be prepared for a lot of table talk!
Ciao,
w.