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Ten players. One DM.
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<blockquote data-quote="smilinggm" data-source="post: 2665379" data-attributes="member: 2394"><p>Over the years I have ran several games with 8 or more players at a time. Here are a fiew tricks that will help the game keep moving.</p><p></p><p style="margin-left: 20px">Use the round robin initiative rule: Ie Use the groups init vs the monster init. So either the Group or the Encouter starts first then the action proceeds around the table. When I do this I usally rotate who gets to roll init so each player will get to role init ant the combat starts with the player who rolled. </p><p></p><p style="margin-left: 20px">Make a rule that each player knows what his action is going to be when thier turn comes up. Have them roll all thier dice at once per attack and If they do not know their action give them a 10 count. If by the end of the 10 count the player has not stated thier pc's action, then tell that player that his pc is Dazed for that round and move on to the next player. Do not back track! The players should quickly learn to have an action ready at when it comes to their turn.</p><p></p><p style="margin-left: 20px">If their action involves spell casting have the player in question have the required info ready on their turn so they do not have to fumble for books and waist time. This also goes for any spell effect of any type. If one of the casters is a summoner require that that player have all of the info on there summond monsters at hand. Ie have the player stat out their summond monsters before the game begins. Have the player run the summoned monster in most encounters. If for some reason the PC looses control of his summoned monsters, have the player hand you the relivant stat blocks and move on with the fun. This also applies to animal companions and familars. </p><p></p><p style="margin-left: 20px">A tool that you as a DM can use on you side is to have all of the combats prepped befor the game starts. Have the relivant combat stats on cards infront of you. Use the format that you know and understand the best but keep the format brief. This should not be the full stat block, just a combat reference. If combats are realy bogging down Compute the average damage of each attack and use it consistantly. This way you keep the dice roling that you are doing to a min. This can speed up combat alot.</p><p></p><p style="margin-left: 20px">Do not uses random encouters period!!! In a game with 8 or more players this can realy slow the game down. Plan out each encounter before it happens. This way you can still set up supprise situations and you can be prepped for each combat. If you absolulty need to have random encouters be sure to have them ready just like any other encounter. In a group this size I strongly recomend that you do not use them at all!!!</p><p></p><p style="margin-left: 20px">A drastic rule that I have used before in groups of this size and larger is to ban all books at the table. Require that the players have any and all info for thier characters on their character sheets. This includes all spells, magical effects, companions, favorite combat tactics, ect... In a group of this size you are going to be limited on space any way. Keeping to books off of the table will free up space. Eliminate a distraction. Require that the players know their characters better, and it will help speed up the game. THIS also applies to the DM!!! You should know your adventure, know your NPC's and monsters, and have your combat encounters planned out on notes. This does not mean that you cannot use A Dm's Screen and A Dm's Notebook. The point of this is to have the Players and the DM preped for the game. If someone needs to crack open a book thats fine. When you do so stay focused on the required rulling, look it up, close the book and get back to the game!</p><p></p><p style="margin-left: 20px">During your pre-game prep work remember that most published modules make the assumption that you are running their adventure for a balanced party of 4 characters. This is the assumed norm in D20. You are running a group that has 2 to 3 times that power and resourses. If you do not look at and adjust your encouters your party may very easly cake walk the adventure. You as the DM will have to scale the adventure to adjust for this. Some times this can be as easy as doubling the amout of creatures in the encounter. Sometimes you will have to bump up the stats on each monster. This can be done by advancing the monster, adding class levels or by adding templats. Or you could change the encounter to something simular just tougher. A tool that I use is here at this link:</p> <p style="margin-left: 20px"><a href="http://www.enworld.org/cc/fiend_factory/elc/encounter_calculator.htm" target="_blank">http://www.enworld.org/cc/fiend_factory/elc/encounter_calculator.htm</a></p> <p style="margin-left: 20px">This will allow you to put in your party size and average level to vs the number and cr of the encounter. It computes how easy or hard the encounter should be. Very usefull in scaling encounters. </p><p></p><p>Games of this size can work and can be alot of fun. The key is PREPERATION!!!</p></blockquote><p></p>
[QUOTE="smilinggm, post: 2665379, member: 2394"] Over the years I have ran several games with 8 or more players at a time. Here are a fiew tricks that will help the game keep moving. [INDENT]Use the round robin initiative rule: Ie Use the groups init vs the monster init. So either the Group or the Encouter starts first then the action proceeds around the table. When I do this I usally rotate who gets to roll init so each player will get to role init ant the combat starts with the player who rolled. [/INDENT] [INDENT]Make a rule that each player knows what his action is going to be when thier turn comes up. Have them roll all thier dice at once per attack and If they do not know their action give them a 10 count. If by the end of the 10 count the player has not stated thier pc's action, then tell that player that his pc is Dazed for that round and move on to the next player. Do not back track! The players should quickly learn to have an action ready at when it comes to their turn.[/INDENT] [INDENT]If their action involves spell casting have the player in question have the required info ready on their turn so they do not have to fumble for books and waist time. This also goes for any spell effect of any type. If one of the casters is a summoner require that that player have all of the info on there summond monsters at hand. Ie have the player stat out their summond monsters before the game begins. Have the player run the summoned monster in most encounters. If for some reason the PC looses control of his summoned monsters, have the player hand you the relivant stat blocks and move on with the fun. This also applies to animal companions and familars. [/INDENT] [INDENT]A tool that you as a DM can use on you side is to have all of the combats prepped befor the game starts. Have the relivant combat stats on cards infront of you. Use the format that you know and understand the best but keep the format brief. This should not be the full stat block, just a combat reference. If combats are realy bogging down Compute the average damage of each attack and use it consistantly. This way you keep the dice roling that you are doing to a min. This can speed up combat alot.[/INDENT] [INDENT]Do not uses random encouters period!!! In a game with 8 or more players this can realy slow the game down. Plan out each encounter before it happens. This way you can still set up supprise situations and you can be prepped for each combat. If you absolulty need to have random encouters be sure to have them ready just like any other encounter. In a group this size I strongly recomend that you do not use them at all!!![/INDENT] [INDENT]A drastic rule that I have used before in groups of this size and larger is to ban all books at the table. Require that the players have any and all info for thier characters on their character sheets. This includes all spells, magical effects, companions, favorite combat tactics, ect... In a group of this size you are going to be limited on space any way. Keeping to books off of the table will free up space. Eliminate a distraction. Require that the players know their characters better, and it will help speed up the game. THIS also applies to the DM!!! You should know your adventure, know your NPC's and monsters, and have your combat encounters planned out on notes. This does not mean that you cannot use A Dm's Screen and A Dm's Notebook. The point of this is to have the Players and the DM preped for the game. If someone needs to crack open a book thats fine. When you do so stay focused on the required rulling, look it up, close the book and get back to the game![/INDENT] [INDENT]During your pre-game prep work remember that most published modules make the assumption that you are running their adventure for a balanced party of 4 characters. This is the assumed norm in D20. You are running a group that has 2 to 3 times that power and resourses. If you do not look at and adjust your encouters your party may very easly cake walk the adventure. You as the DM will have to scale the adventure to adjust for this. Some times this can be as easy as doubling the amout of creatures in the encounter. Sometimes you will have to bump up the stats on each monster. This can be done by advancing the monster, adding class levels or by adding templats. Or you could change the encounter to something simular just tougher. A tool that I use is here at this link: [url]http://www.enworld.org/cc/fiend_factory/elc/encounter_calculator.htm[/url] This will allow you to put in your party size and average level to vs the number and cr of the encounter. It computes how easy or hard the encounter should be. Very usefull in scaling encounters. [/INDENT] Games of this size can work and can be alot of fun. The key is PREPERATION!!! [/QUOTE]
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