Tomorrow is Dark Sun Game Day and we have 5 hours blocked out, but unfortunately, we'll have about 8-12 people showing up and I'm the only DM. DMs are a precious commodity around here. We also have mostly newer players, nearly all with just 5-20 sessions of D&D under their belt.
Given that, I plan to try something new that I've never tried or played.
I'm going to split them up into two groups, the gladiators (martial PCs and maybe a healer) and the Veiled Alliance (arcane PCs and others). I made little slips of paper for each player to randomly draw which gives 3 sentences about who they are (VA/gladiator/slave/free), how they feel about their "side" (love it, it's OK, just in it for the money), and any backstory (sister killed, wants to buy yourself out of slavery). Additionally, one person on each team is a spy in the employ of the other side, but they must not be detected while working against their side.
I plan to use parts and maps from both the D&D Game Day "The Lost Cistern of Aravek" and from Free RPG Day "Bloodsand Arena", so it should be all new to the players, but still in keeping with the idea behind D&D Game Day. I like both of those adventures a lot, though, and plan to run them again for people on some future D&D session. So, this is not a slight against those modules.
I have 3 encounters in mind:
-- The first encounter uses the first map from "Cistern" and will start the VA team in the cave having a secret meeting. The gladiator team is tasked to raid the cave, capture them alive, and bring them back to Tyr for interrogation and trial. I think that the gladiator team should be able to do that, given a surprise round and close combat. If they don't, I'm not sure what to do (have reinforcements arrive with a sleeping-gas-bomb?).
-- The VA is of course found guilty and are sent to the arena, where they are expected to die, or enter slavery if they survive. That leads into the next two encounters.
-- The first arena battle from "Bloodsand Arena", where the goal is to collect the "coins" in a "capture the flag" style. It's just a warm-up for the crowd at the arena, so they've been told not to kill anyone under penalty of their own death.
-- The second arena battle from "Bloodsand Arena", where there's lots of cover from webbing and a few spiders to boot. This will be a battle to the death. However, if anyone dies too early, I'll have them pick up a different 1st-level pregen as an apprentice or someone from the crowd who decides to join the battle.
I had run the second arena battle about 2 months back when it first came out, and it was the best combat that we've ever played. So, I know that a revisit to the arena will be very popular.
My 9-year-old son (the youngest in our group of mostly 20-somethings) loves this idea, as he (a fighter) would love to do battle with another of our players (a wizard). A few folks will want to use their normal characters (who are 3rd/4th level), but we'll just Dark-Sun-ize them a bit.
I plan to seat the players on either side of a long table with each team on each side. I'll have them sit in intiative order per side, but we'll take turns going one person from each side.
There will be no monsters for me (the DM) to run, so I'll really just be setting up the narration and then acting as an arbitor.
I'll have each person make a nametag with character name, race, class, and AC to make combat faster.
Speeding up the combat with this large group is the key thing here, and any advice is welcomed. I'm also looking for suggestions about plot or encounters. I'm especially looking for advice about running a two-team large group like this.
Surely, someone has done this large-group, 2-team combat before?
Thanks in advance!
Given that, I plan to try something new that I've never tried or played.
I'm going to split them up into two groups, the gladiators (martial PCs and maybe a healer) and the Veiled Alliance (arcane PCs and others). I made little slips of paper for each player to randomly draw which gives 3 sentences about who they are (VA/gladiator/slave/free), how they feel about their "side" (love it, it's OK, just in it for the money), and any backstory (sister killed, wants to buy yourself out of slavery). Additionally, one person on each team is a spy in the employ of the other side, but they must not be detected while working against their side.
I plan to use parts and maps from both the D&D Game Day "The Lost Cistern of Aravek" and from Free RPG Day "Bloodsand Arena", so it should be all new to the players, but still in keeping with the idea behind D&D Game Day. I like both of those adventures a lot, though, and plan to run them again for people on some future D&D session. So, this is not a slight against those modules.
I have 3 encounters in mind:
-- The first encounter uses the first map from "Cistern" and will start the VA team in the cave having a secret meeting. The gladiator team is tasked to raid the cave, capture them alive, and bring them back to Tyr for interrogation and trial. I think that the gladiator team should be able to do that, given a surprise round and close combat. If they don't, I'm not sure what to do (have reinforcements arrive with a sleeping-gas-bomb?).
-- The VA is of course found guilty and are sent to the arena, where they are expected to die, or enter slavery if they survive. That leads into the next two encounters.
-- The first arena battle from "Bloodsand Arena", where the goal is to collect the "coins" in a "capture the flag" style. It's just a warm-up for the crowd at the arena, so they've been told not to kill anyone under penalty of their own death.
-- The second arena battle from "Bloodsand Arena", where there's lots of cover from webbing and a few spiders to boot. This will be a battle to the death. However, if anyone dies too early, I'll have them pick up a different 1st-level pregen as an apprentice or someone from the crowd who decides to join the battle.
I had run the second arena battle about 2 months back when it first came out, and it was the best combat that we've ever played. So, I know that a revisit to the arena will be very popular.
My 9-year-old son (the youngest in our group of mostly 20-somethings) loves this idea, as he (a fighter) would love to do battle with another of our players (a wizard). A few folks will want to use their normal characters (who are 3rd/4th level), but we'll just Dark-Sun-ize them a bit.
I plan to seat the players on either side of a long table with each team on each side. I'll have them sit in intiative order per side, but we'll take turns going one person from each side.
There will be no monsters for me (the DM) to run, so I'll really just be setting up the narration and then acting as an arbitor.
I'll have each person make a nametag with character name, race, class, and AC to make combat faster.
Speeding up the combat with this large group is the key thing here, and any advice is welcomed. I'm also looking for suggestions about plot or encounters. I'm especially looking for advice about running a two-team large group like this.
Surely, someone has done this large-group, 2-team combat before?
Thanks in advance!