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The Dungeon Masters' Foundation Mk.II

@YO
You might have a competition, like who can create the most interesting character (like the DMF Campaign did...kindof). It depends on the difference of skill between the players, though, and whether they'll take it personally if you reject their PC. Your call, it's just my two cents.
 

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Y.O.Morales said:
Hey, by the way, I just want to discuss a dilemma I have. My current GM friend will be finishing his campaign in a week (more like taking a long vacation) and for coincidence I'll be staring mine in 2-3 weeks. The thing is that I prefer and WANT to admit only 6 players in the group, but now a total of 9-10 players are crazy to play with me (seriously, I didnt know I was popular :) ).

On one point, they all are good players and I'm 70% sure that they'll focus on the game and don't delay the game session with interrumption (which is an ideal situation). But I still see that 9 players will slow down the game, no matter how good they are, and thus affect the whole session (by the way, most of the players and I are from the hardcore type that take the game seriously).

The other conflicting point is that I don't know what to do with the players that may be left out. Simply telling them that they can't play is rude and difficult, specially when we all hang together.

So, should I accept the 9 players (bigger group, more work, longer rounds and sessions, etc) or leave some out?

Just to think outside the box, I'm going to assume from your post you like everyone involved and don't wish to exclude any of them.

How often do you play? Perhaps you could just split them into two groups who rotate sessions.

Or, if that doesn't work (Hey! We don't want to play half as much!), you could just be honest and say "I can't do these many players at once". They might just appoint a second person to DM and then you both split groups. You could even suggest to make the groups conected by goals or compititions. Maybe your groups could compete to see who does a better job with a published module or something similar.

Hope that helps

Nightcloak.
 



High Level Campaigns

I can really play at all levels. Each has it's own nature that has to be realized and taken into consideration.

13.5 average encounters of equivalent party level will advance your characters to the next level, and at lower levels that is easy. But at high levels, it become unrealistic for characters to fight monsters of the same level 13 times in a row. Otherwise, why haven't these bad boys just mowed all the commoners down already.

Encounters equal to the party level just don't happen as often, as a rule. Of course, there is the planar adventures or the example in one of my stories of how I sent the players off to an extradimensional Prison Tower (see Tower of Madness at the beginning of this thread) for a multi-level raising slug-fest :] :cool: But these don't work continually and also don't fit everyones style.

Enter roll-playing, puzzles, politics, or anything else non-combat related. Perhaps the characters need to act as ambasadors to prevent a war, escort a holy sect of monks who don't believe in violence (and won't tolerate its use), or solve a mystery. You need to find additional challenges. Give them land to manage or a town to administer. "Defeating" an encounter doesn't mean killing it.

BUT...

This is D&D, and killing stuff is were the fun is. So there needs to be some encounters. And trust me, you can scare high level characters plenty. You just need to prepare and work on the delivery, or flavor. For example, In my "Tower" adventure, the characters entered the complex of some imprisoned Thri-Keen that were locked up. The characters new it would be a great fight, but they had spent 15 levels fighting things with character levels (and your right CE, that is one of the three things that is awsome about 3E Monsters IMO). They went looking for a infamous Thri-Keen warrior known as the sword master (he had an artifact they needed), but like I said, they were just expecting a Thri-Keen with levels stacked up. What I did was stack on Prestige classes and then hit them hard in the first round to get their attention. What their characters saw was a Thri-Keen with a sword in each arm moving incredibly fast, what the players saw was me rolling to hit the tank something like 16 times. I'd givin the bossman the Multi-Weapon and Multi-Ambidexterity Fighting feats then cranked on the Prestige Class levels in Tempest (3E version, I have not seen the updated one). Whatching me roll, and roll, and roll, and roll somemore to hit rolls deffinetly put some mortality in them. In fact, they named him "The Buzzsaw".

But the point is, take advantage of the pretige classes and templates out there to create a monster that will give the players something they don't expect. At that level, you can get really creative and multi-stack things. Vampire Necromancer Arch Mages, fallen Blackguard Planars, or Fiendish Paragon Oozes (didn't get to run that level :( ) are epic encounters indeed. Trolls with horns and wings are fun, but they get scarry when they open up a can of "Flurry of Blows" on someone!

Sorry for the long ramble. It's Friday, what can I say :confused:
 

Wow! This thread is awesome. I've been looking for this kind of thing for a while. Great stories, everyone. Mind if I join you?

@Y.O.Morales:
How set are you on 6 players? It looks like you have 10-11 people total (including yourself), so that is potentially 2 games with 4 and 5 players, respectively. Does anyone else want to DM?

Alternately, some DMs run two games simultaneously in the same game world, a la The Head of Vecna. I was in one game like that - it was very player driven, but that was the DM's style anyway. Would your plot allow for that?
 

Nightcloak said:
Just to think outside the box, I'm going to assume from your post you like everyone involved and don't wish to exclude any of them.
Well, 7 of them are friends of mine, and then we have 2 teenagers that were brought by one friend. I know them just a little, but they are good persons (and average players) anyway.

Nightcloak said:
How often do you play? Perhaps you could just split them into two groups who rotate sessions.
No. That's off limits. I prefer to take the 9 players instead of that. Doesnt have enough time to create two sessions.

Nightcloak said:
Or, if that doesn't work (Hey! We don't want to play half as much!), you could just be honest and say "I can't do these many players at once".
But then I'll have to handpick the players and some may take it personally, specially the one (let's call him Mr. X) who brought the 2 teenagers, one of them being his cousin. And I can't afford to lose this Mr. X as he is a super-great player and just finished his campaign to play in mine.

XCorvis said:
Does anyone else want to DM?
That's the problem. Too many players, not enough GMs. :\

What I'm planning to do is ask the players (one by one, alone) that are more likely to play. I just asked my sister-in-law (we're going to play in her house) and she was definetly with the 6-players option. Depending on what the majority say, is the final desicion.
 

Too many players, too little time...

YES FINALLY I AM ONLINE BEFORE ANYONE ELSE!!!!

ANNOUNCING NEW MEMBER!!!!
XCorvis

Alright, that's been my first announcement in a while. good to have you on the team XCorvis.

Anywho:
@Y.O.Morales
I suggest you have them roll up characters and then choose them based on party roundness and balance. You con't want a CE Sorceror with a Paladin after all. After alignment agreement, round out the abilities of the group. You could try to get a classic Fighter/Mage/Rogue/Cleric/Ranger/Barbarian setup. (Of course, being able to alternate the following: Fighter/Monk/Barbarian/Ranger/Paladin and maybe a Druid in place of Cleric, you get the idea) Having a well rounded party is important. Jsut some ideas, you be the judge of their validity.

CHAOS EVOKER
 

Gotta be quick off the draw, now that you've opened up the "Welcome New Members" supernatural ability to Council Members.

Nightcloak[sblock]I work weekends, so I get antsy around Friday :)[/sblock]
 

Mordmorgan the Mad said:
Gotta be quick off the draw, now that you've opened up the "Welcome New Members" supernatural ability to Council Members.

Yeah, me and my house rules.......

For an update:
I am DMing again! At the last session my players wlaked up to me (all three) and said "Chaos Evoker, (using my real name of course) we want you to DM." Which was quite shocking. I was like "Ok" and they said "Wow, that was alot easier than we thought it would be. Now I finally have a chance to implement some of the great ideas I get from this thread. If anyone has a great campaign idea, then I coudl use it I'm trying to think of a good one but right now I have DM's Block.

CHAOS EVOKER
 

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