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Ten players. One DM.
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<blockquote data-quote="the Jester" data-source="post: 2666375" data-attributes="member: 1210"><p>I have tons of experience running huge games. They're a blast. </p><p></p><p>The main key things are: </p><p></p><p><strong>The player must know what they're doing when their turn comes up.</strong></p><p><strong>Minimize table talk.</strong></p><p><strong>Minimize solo action-</strong> if you go off on your own expect to wait while I run the game rather than having the game wait while I run you.</p><p></p><p>The two great advantages of huge groups (imho) are:</p><p></p><p><strong>The game goes on.</strong> Bob and Bill can't make it? Fine. We still have a quorum. (In fact, I recommend you establish a 'quorum rule'- once we have x players present we start. For my groups, the quorum is three. Even if the party is 12 pcs, we got three here? We start.)</p><p><strong>Continuity is easier to maintain.</strong> In small groups, once you kill three or four of the starting pcs, there isn't much to connect you with the original mission. If there are still seven or eight pcs left that were sicced on the original mission, hey presto, your problem with maintaining the mission evaporates.</p><p></p><p>One more recommendation: run a high-lethality game. That increases the sense of accomplishment of the survivors, makes them all feel at risk, and lessens the odds of someone feeling singled out for killin' (because it gets spread around so widely).</p><p></p><p>Good luck! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="the Jester, post: 2666375, member: 1210"] I have tons of experience running huge games. They're a blast. The main key things are: [b]The player must know what they're doing when their turn comes up. Minimize table talk. Minimize solo action-[/b] if you go off on your own expect to wait while I run the game rather than having the game wait while I run you. The two great advantages of huge groups (imho) are: [b]The game goes on.[/b] Bob and Bill can't make it? Fine. We still have a quorum. (In fact, I recommend you establish a 'quorum rule'- once we have x players present we start. For my groups, the quorum is three. Even if the party is 12 pcs, we got three here? We start.) [b]Continuity is easier to maintain.[/b] In small groups, once you kill three or four of the starting pcs, there isn't much to connect you with the original mission. If there are still seven or eight pcs left that were sicced on the original mission, hey presto, your problem with maintaining the mission evaporates. One more recommendation: run a high-lethality game. That increases the sense of accomplishment of the survivors, makes them all feel at risk, and lessens the odds of someone feeling singled out for killin' (because it gets spread around so widely). Good luck! :D [/QUOTE]
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