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Ten players. One DM.
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<blockquote data-quote="Tinner" data-source="post: 2664260" data-attributes="member: 19667"><p>When I was in college and SR1 came out I ran a Shadowrun game with 20 players.</p><p>That's 20 players at once.</p><p>It can be a nightmare if you let things get away from you.</p><p>Here's a few things that worked for me.</p><p></p><p><strong>Welcome to the Justice League!</strong> Others have already mentioned this, but with a group this size, you need to make the game more about the team than the individual. You're never going to be able to give each player the personal attention you'd normally give them, so don't even try. For Eberron you could make the group an established adventuring party, or former military company. Give them all a reason to work together, or natural group entropy will devolve your game into bickering and infighting in no time.</p><p></p><p><strong>The Friend of My Friend is also my Friend.</strong> Make this group of PC's as connected as possible. You might think about forcing them all to be from one nation, or even one race. (Forcing that rule will probably help weed out the whiners too.) Cohesion is the name of the game. Now's your chance to offer PC's extra starting perks if they have connected backgrounds. In a ten player game there's always the temptation to have the players working at corss purposes. That can be reduced by giving all the players a connected background. Player A is Player B's brother. C was trained by the same master as D, etc.</p><p></p><p><strong>Keep it moving.</strong> Don't try to run a slow mystery story or political drama with this group. With ten players focus on slam-bang action. Have a 10 second rule when declaring actions. If a player hasn't declared his actions in 10 seconds, he takes full defense that round. Combat with 10 PC's will be a slow tedious affair. Do anything you can to speed it up. I reccomend Fiery Dragon's Battlebox, or other assorted player memory aids.</p><p></p><p><strong>You are the law</strong>. Do NOT allow yourself to be hindered by the rules. In a big game, there are that many more chances for stupid rules arguments and confusion. Establish from day one that you are playing fast and loose with the rules. Make calls quickly and get back into the action. If there's a real problem, you can hash it out after the game.</p><p></p><p><strong>Put on a good show and fate will smile upon you.</strong> To encourage players to stay involved in the game and discourage idle table chat, consider some sort of instant reward for good gaming. In my massive SR game, I called this the "Put on a good show ..." rule. If players were doing a great job of keeping this moving, I'd throw them a bone. Maybe some bonus XP, maybe an action point for a really great maneuver. It could even be a bag of candy to throw at the players when they do a good job. Anything that helps keep their attention focussed on the game is ideal.</p><p></p><p><strong>Punish the morons</strong>. You are going to have ZERO time to deal with munchkins, morons and other half-wits. If someone isn't taking things seriously and is being a disruption. Punish them. My old DM in high school had a special "Bogey Chart" that he'd roll on whenever a player was disruptive. It was full of horrible things no one wanted to have happen to their character. Pixie curses, limb loss, etc. If you can find it, there's an old Dragon article with a "Wandering Damage Table" that should discourage stupidity. If a player is consistently disruptive and can't be brought back in line with in-game punishment - boot him. This game is too big to let one jackass run amok.</p><p></p><p>As always, YMMV.</p><p>Hope thjis helps!</p></blockquote><p></p>
[QUOTE="Tinner, post: 2664260, member: 19667"] When I was in college and SR1 came out I ran a Shadowrun game with 20 players. That's 20 players at once. It can be a nightmare if you let things get away from you. Here's a few things that worked for me. [B]Welcome to the Justice League![/B] Others have already mentioned this, but with a group this size, you need to make the game more about the team than the individual. You're never going to be able to give each player the personal attention you'd normally give them, so don't even try. For Eberron you could make the group an established adventuring party, or former military company. Give them all a reason to work together, or natural group entropy will devolve your game into bickering and infighting in no time. [B]The Friend of My Friend is also my Friend.[/B] Make this group of PC's as connected as possible. You might think about forcing them all to be from one nation, or even one race. (Forcing that rule will probably help weed out the whiners too.) Cohesion is the name of the game. Now's your chance to offer PC's extra starting perks if they have connected backgrounds. In a ten player game there's always the temptation to have the players working at corss purposes. That can be reduced by giving all the players a connected background. Player A is Player B's brother. C was trained by the same master as D, etc. [B]Keep it moving.[/B] Don't try to run a slow mystery story or political drama with this group. With ten players focus on slam-bang action. Have a 10 second rule when declaring actions. If a player hasn't declared his actions in 10 seconds, he takes full defense that round. Combat with 10 PC's will be a slow tedious affair. Do anything you can to speed it up. I reccomend Fiery Dragon's Battlebox, or other assorted player memory aids. [B]You are the law[/B]. Do NOT allow yourself to be hindered by the rules. In a big game, there are that many more chances for stupid rules arguments and confusion. Establish from day one that you are playing fast and loose with the rules. Make calls quickly and get back into the action. If there's a real problem, you can hash it out after the game. [B]Put on a good show and fate will smile upon you.[/B] To encourage players to stay involved in the game and discourage idle table chat, consider some sort of instant reward for good gaming. In my massive SR game, I called this the "Put on a good show ..." rule. If players were doing a great job of keeping this moving, I'd throw them a bone. Maybe some bonus XP, maybe an action point for a really great maneuver. It could even be a bag of candy to throw at the players when they do a good job. Anything that helps keep their attention focussed on the game is ideal. [B]Punish the morons[/B]. You are going to have ZERO time to deal with munchkins, morons and other half-wits. If someone isn't taking things seriously and is being a disruption. Punish them. My old DM in high school had a special "Bogey Chart" that he'd roll on whenever a player was disruptive. It was full of horrible things no one wanted to have happen to their character. Pixie curses, limb loss, etc. If you can find it, there's an old Dragon article with a "Wandering Damage Table" that should discourage stupidity. If a player is consistently disruptive and can't be brought back in line with in-game punishment - boot him. This game is too big to let one jackass run amok. As always, YMMV. Hope thjis helps! [/QUOTE]
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