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Tips on Streamlining for a Very Large Party?
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<blockquote data-quote="Thunderfoot" data-source="post: 2950028" data-attributes="member: 34175"><p>As a fellow DM of a large group (13 at last count) here are a few things we did to help.</p><p></p><p>1) Reduce the number of times you play to once or twice a month and have everyone committed to that activity on that day. You'll find that longer sessions less times a month will be better than several shorter sessions.</p><p></p><p>2) Draft the two most experienced players to help you out, frankly you need to have one to volunteer to be a DMs helper (I'm known as the Game Operations Designer (G.O.D.)) to look up rules and help make rulings go faster. Also, since many players are newer or new to the game, the senior player helps the other players learn the rules. (And keeps you honest as well - like a rules lawyer, but for all the right reasons.) Make sure the senior player is not the one making the decisions though. (should not be party leader or caller)</p><p></p><p>3) With the longer play times, have a "social hour" scheduled, time prior to the game where players can discuss their character otivations, the latest episode of "The Simpsons", their grandmother's Brusitis, whatever. You'll achieve that "group" identity you're looking for while reducing "out of game" conversation during the game. Our group actually meets the night before for social time and stays at the home of one of the players. In the morning we eat breakfast together and then game all day.</p><p></p><p>4) Be prepared! If you find that you can't keep up on material for the game (which will happen eventually if you spend most of your time trying to solve problems like this) you will find that your game play will spiral into an unorganized mess. This is where the 2nd DM, helper GOD comes in. You sdon't have to do all the work, and if you have a particularly nasty NPC or even one you want to really sparkle, they can play the role while you adjudicate or vice versa. (whaterve floats your boat)</p><p></p><p>5) Do not despair young padawan! Even though this may be a frustrating time at the moment, it will work out eventually. We have had 4 players move away and our group still keeps growing, one move and come back, children of players start playing, etc. Why, becuase the game keeps drawing them in. You may have started rocky, but it will eventually pan out. </p><p></p><p>I hope this helps, along with some of the other suggestions (a couple I'm going to snatch as well) you should find a growing grasp on your campaign.</p><p>Happy Gaming! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 2950028, member: 34175"] As a fellow DM of a large group (13 at last count) here are a few things we did to help. 1) Reduce the number of times you play to once or twice a month and have everyone committed to that activity on that day. You'll find that longer sessions less times a month will be better than several shorter sessions. 2) Draft the two most experienced players to help you out, frankly you need to have one to volunteer to be a DMs helper (I'm known as the Game Operations Designer (G.O.D.)) to look up rules and help make rulings go faster. Also, since many players are newer or new to the game, the senior player helps the other players learn the rules. (And keeps you honest as well - like a rules lawyer, but for all the right reasons.) Make sure the senior player is not the one making the decisions though. (should not be party leader or caller) 3) With the longer play times, have a "social hour" scheduled, time prior to the game where players can discuss their character otivations, the latest episode of "The Simpsons", their grandmother's Brusitis, whatever. You'll achieve that "group" identity you're looking for while reducing "out of game" conversation during the game. Our group actually meets the night before for social time and stays at the home of one of the players. In the morning we eat breakfast together and then game all day. 4) Be prepared! If you find that you can't keep up on material for the game (which will happen eventually if you spend most of your time trying to solve problems like this) you will find that your game play will spiral into an unorganized mess. This is where the 2nd DM, helper GOD comes in. You sdon't have to do all the work, and if you have a particularly nasty NPC or even one you want to really sparkle, they can play the role while you adjudicate or vice versa. (whaterve floats your boat) 5) Do not despair young padawan! Even though this may be a frustrating time at the moment, it will work out eventually. We have had 4 players move away and our group still keeps growing, one move and come back, children of players start playing, etc. Why, becuase the game keeps drawing them in. You may have started rocky, but it will eventually pan out. I hope this helps, along with some of the other suggestions (a couple I'm going to snatch as well) you should find a growing grasp on your campaign. Happy Gaming! :cool: [/QUOTE]
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