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The ultimate comeback! And a need for advice...
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<blockquote data-quote="woonga" data-source="post: 7081167" data-attributes="member: 6873789"><p>I'm currently DMing for a group of 7 (8 on occasion). I was terrified to jump into things with a group this big, but I've found it's actually working out ok. I'm a relatively new DM and I know there is much better advice out there but I'd recommend the following for my 2c:</p><ul> <li data-xf-list-type="ul"><strong>Expect to get less done: </strong>You might have grand plans for a session, but with more minds at the table everything will just take longer</li> <li data-xf-list-type="ul"><strong>Make the most of the time you have:</strong> With such a large party, they get very bored with the combat if it doesn't stay dynamic and meaningful. This means I spend extra care planning the encounters, but I also need to read the table to know when to cut things off or adapt when things start to drag</li> <li data-xf-list-type="ul"><strong>Encourage efficiency:</strong> Having a PC think about their turn while the person ahead is acting is crucial. Having PCs roll both their attack and damage dice at the same time is a small thing that adds up. And with so many players at the table, definitely recruit a helper or two to manage things like intiative tracking so you can focus on more important things</li> <li data-xf-list-type="ul"><strong>Try to make each person feel important:</strong> This will vary between groups I'm sure, but with the large group I'm running I'm very conscious about keeping everyone engaged. It can be hard to make sure everyone gets some of the spotlight when you have so many players competing for it! I make a big effort to prompt players every now and then or do "cut-aways" to have certain members get to provide input or simultaneous action while another player waits for their action to resolve in RP scenarios. I've also had a ton of success by covering the play table in butcher paper and leaving a big tub of markers out on the table. We have a strict no phone policy (outside of spell reference), and so when a player might otherwise drift off, they tend to pick up the markers and start doodling. The cool thing is that this almost always tends to be something directly related to the game (anything from a sketch of their character, to a full comic documenting the session). This gives everyone a productive way to stay tuned in without just sitting there, and the results can be really awesome take-aways to snap a picture of and send around after the session.</li> </ul><p></p><p>And I can't stress enough- try to avoid phones/laptops! I know this isn't always possible, but with such a large group having a screen in front of you can make it super easy to disengage and become distracted. If the group buys into it, it can really make a difference.</p><p></p><p>Overall, just read the room and adjust. Feedback from the players after the session is always great. See what they like, don't like, what bores them, and keep tweaking.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="woonga, post: 7081167, member: 6873789"] I'm currently DMing for a group of 7 (8 on occasion). I was terrified to jump into things with a group this big, but I've found it's actually working out ok. I'm a relatively new DM and I know there is much better advice out there but I'd recommend the following for my 2c: [LIST] [*][B]Expect to get less done: [/B]You might have grand plans for a session, but with more minds at the table everything will just take longer [*][B]Make the most of the time you have:[/B] With such a large party, they get very bored with the combat if it doesn't stay dynamic and meaningful. This means I spend extra care planning the encounters, but I also need to read the table to know when to cut things off or adapt when things start to drag [*][B]Encourage efficiency:[/B] Having a PC think about their turn while the person ahead is acting is crucial. Having PCs roll both their attack and damage dice at the same time is a small thing that adds up. And with so many players at the table, definitely recruit a helper or two to manage things like intiative tracking so you can focus on more important things [*][B]Try to make each person feel important:[/B] This will vary between groups I'm sure, but with the large group I'm running I'm very conscious about keeping everyone engaged. It can be hard to make sure everyone gets some of the spotlight when you have so many players competing for it! I make a big effort to prompt players every now and then or do "cut-aways" to have certain members get to provide input or simultaneous action while another player waits for their action to resolve in RP scenarios. I've also had a ton of success by covering the play table in butcher paper and leaving a big tub of markers out on the table. We have a strict no phone policy (outside of spell reference), and so when a player might otherwise drift off, they tend to pick up the markers and start doodling. The cool thing is that this almost always tends to be something directly related to the game (anything from a sketch of their character, to a full comic documenting the session). This gives everyone a productive way to stay tuned in without just sitting there, and the results can be really awesome take-aways to snap a picture of and send around after the session. [/LIST] And I can't stress enough- try to avoid phones/laptops! I know this isn't always possible, but with such a large group having a screen in front of you can make it super easy to disengage and become distracted. If the group buys into it, it can really make a difference. Overall, just read the room and adjust. Feedback from the players after the session is always great. See what they like, don't like, what bores them, and keep tweaking. Good luck! [/QUOTE]
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