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<blockquote data-quote="Rhenny" data-source="post: 6858460" data-attributes="member: 18333"><p>Rent out a venue or have the party in a restaurant. You don't want to clean up after it. Just kidding.</p><p></p><p>When I DM for large parties, I often throw out opportunities for the PCs to interact with each other especially while I'm thinking about what's happening in the game. It gives me a breather so that I'm not trying to service all of the players all of the time.</p><p></p><p>This of course, slows the game down, but on the other hand it adds to the story and the social element in the game.</p><p></p><p>As for combat, I like to divide and conquer. Well..not really in order to conquer, but in order to give each player a more meaningful way to participate. Instead of fighting straight ahead...a lot of the times I have foes come from different angles and locations to surprise or engage some of the back-line PCs, or I introduce another problem that a rogue or wizard can deal with while the others are engaged in something else.</p><p></p><p>The table management issue is huge too. I try to get players to make quicker decisions and stress that the monsters are not always going to make the most optimal decisions so players should not feel compelled to agonize over the most optimal decision either. </p><p></p><p>Sometimes in social interactions or exploration, I still have the players take turns. This helps the shy ones keep in the game and it prevents one or two of the players from taking over.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6858460, member: 18333"] Rent out a venue or have the party in a restaurant. You don't want to clean up after it. Just kidding. When I DM for large parties, I often throw out opportunities for the PCs to interact with each other especially while I'm thinking about what's happening in the game. It gives me a breather so that I'm not trying to service all of the players all of the time. This of course, slows the game down, but on the other hand it adds to the story and the social element in the game. As for combat, I like to divide and conquer. Well..not really in order to conquer, but in order to give each player a more meaningful way to participate. Instead of fighting straight ahead...a lot of the times I have foes come from different angles and locations to surprise or engage some of the back-line PCs, or I introduce another problem that a rogue or wizard can deal with while the others are engaged in something else. The table management issue is huge too. I try to get players to make quicker decisions and stress that the monsters are not always going to make the most optimal decisions so players should not feel compelled to agonize over the most optimal decision either. Sometimes in social interactions or exploration, I still have the players take turns. This helps the shy ones keep in the game and it prevents one or two of the players from taking over. [/QUOTE]
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