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Running a group with 7 players?
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<blockquote data-quote="spider_minion" data-source="post: 1475922" data-attributes="member: 16096"><p>I frequently play in a group with 6 or 7 players. Here are my tips:</p><p></p><p>Speed up combat. Encourage players to decide there actions before their turn. Roll the damage dice along with attacks. Get the players to list all their combat modifiers for common attacks, so they don't have to count modifiers during play. On higher levels, you might want spellcasters to roll damage for their spells ahead of time. We also use a dry-erase board so there is no question where each PC is.</p><p></p><p>With a lot of people, there can be really long waits between turns. In the campaign mentioned above, at one point I was waiting anywhere from 15 to 30 minutes between my turns. Ugh. Of course, everyone and their cousin had to have a cohort, and all the spellcasters were hasted (3.0 ed) so things really dragged on. Combat can be really fast, if the players are on the ball.</p><p></p><p>Go around in a circle when PCs decide actions. I've noticed this can be effective, since the players can tell when they will be ready to act, and can have their plans ready. Also, you won't skip over quiet players.</p><p></p><p>Regarding rules questions, encourage the PCs to look things up themselves, rather than always asking the DM. My players ask me tons of simple questions, and it can get quite annoying (especially is something important is going on).</p><p></p><p>I guess the last thing is to diversify challanges, so each PC can show off their individual tricks (traps, turning undead, tracking, whatever).</p><p></p><p>Given a low level party, DMing shouldn't be too hard. Battles can be tons of fun, 'cause its like there's a war going on. Since the players have so much firepower, go ahead and throw 50 goblins against them. See what happens. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="spider_minion, post: 1475922, member: 16096"] I frequently play in a group with 6 or 7 players. Here are my tips: Speed up combat. Encourage players to decide there actions before their turn. Roll the damage dice along with attacks. Get the players to list all their combat modifiers for common attacks, so they don't have to count modifiers during play. On higher levels, you might want spellcasters to roll damage for their spells ahead of time. We also use a dry-erase board so there is no question where each PC is. With a lot of people, there can be really long waits between turns. In the campaign mentioned above, at one point I was waiting anywhere from 15 to 30 minutes between my turns. Ugh. Of course, everyone and their cousin had to have a cohort, and all the spellcasters were hasted (3.0 ed) so things really dragged on. Combat can be really fast, if the players are on the ball. Go around in a circle when PCs decide actions. I've noticed this can be effective, since the players can tell when they will be ready to act, and can have their plans ready. Also, you won't skip over quiet players. Regarding rules questions, encourage the PCs to look things up themselves, rather than always asking the DM. My players ask me tons of simple questions, and it can get quite annoying (especially is something important is going on). I guess the last thing is to diversify challanges, so each PC can show off their individual tricks (traps, turning undead, tracking, whatever). Given a low level party, DMing shouldn't be too hard. Battles can be tons of fun, 'cause its like there's a war going on. Since the players have so much firepower, go ahead and throw 50 goblins against them. See what happens. :] [/QUOTE]
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