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General Tabletop Discussion
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Tips on Streamlining for a Very Large Party?
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 2949829" data-attributes="member: 2810"><p>Big groups can be a pain. It really requires everyone to make an effort to keep things moving. Talk to your players, and see if they are as frustrated as you are. Sometimes you get several people that are serious about the game, and others that are just there to socialize. If you try and corral them to focus them on the game, the latter group might get pissed enough to quit or be disruptive.</p><p></p><p>That said, first thing you need is discipline. Make sure that everyone knows the start time, and that the characters of late-comers will be played as NPCs until their players arrive. If certain people are chronically very late, let them know that their characters won't earn XP when played as NPCs.</p><p></p><p>You need organization. Get the spellcasters to write down their spells on 3x5 cards so they aren't constantly flipping through the book. Make sure, though, that there are enough copies of the important books (eg PHB, Spell Compendium, whatever) to go around so that people aren't waiting if they do need one. Do group initiative for the monsters. Establish reasonable time limits on how long a person can take on their turn, and stick to it.</p><p></p><p>Delegate some of the bookkeeping chores to other players. Let one person track initiative for you, for example.</p><p></p><p>Advance plot stuff inbetween game days as much as possible. Use email, or an online forum, where you can let them do stuff that doesn't necessarily have to happen in order (eg one player searching the town for a specific magic item).</p><p></p><p>The biggest hassles we always ran into was when a couple of people in the large group weren't really into the game, and didn't take it seriously. It really ticked off the other players and the DM, since it was wasting everyone's time. If you've got a couple like that, just approach them openly and honsetly and like an adult and explain that it's really hard to run the game for that many people, and could they please get with the program. If that doesn't work, kill em and take their stuff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 2949829, member: 2810"] Big groups can be a pain. It really requires everyone to make an effort to keep things moving. Talk to your players, and see if they are as frustrated as you are. Sometimes you get several people that are serious about the game, and others that are just there to socialize. If you try and corral them to focus them on the game, the latter group might get pissed enough to quit or be disruptive. That said, first thing you need is discipline. Make sure that everyone knows the start time, and that the characters of late-comers will be played as NPCs until their players arrive. If certain people are chronically very late, let them know that their characters won't earn XP when played as NPCs. You need organization. Get the spellcasters to write down their spells on 3x5 cards so they aren't constantly flipping through the book. Make sure, though, that there are enough copies of the important books (eg PHB, Spell Compendium, whatever) to go around so that people aren't waiting if they do need one. Do group initiative for the monsters. Establish reasonable time limits on how long a person can take on their turn, and stick to it. Delegate some of the bookkeeping chores to other players. Let one person track initiative for you, for example. Advance plot stuff inbetween game days as much as possible. Use email, or an online forum, where you can let them do stuff that doesn't necessarily have to happen in order (eg one player searching the town for a specific magic item). The biggest hassles we always ran into was when a couple of people in the large group weren't really into the game, and didn't take it seriously. It really ticked off the other players and the DM, since it was wasting everyone's time. If you've got a couple like that, just approach them openly and honsetly and like an adult and explain that it's really hard to run the game for that many people, and could they please get with the program. If that doesn't work, kill em and take their stuff. :p [/QUOTE]
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