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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="Chimera" data-source="post: 2950404" data-attributes="member: 2002"><p>Some good advice all around.</p><p></p><p>Some of mine, some of which duplicates above;</p><p></p><p>Rewards for being on-time and sticking to the game. But only if most of the group is on the bad side of things.</p><p></p><p>XP Penalties for being late, if it's getting to be a serious problem. </p><p></p><p>Start on-time every time and let the chips fall where they may. Weren't there to do the role-playing when your PC was vitally important? Too bad for the group, who had to do it for you. (Works great for getting peer pressure going!)</p><p></p><p>As others said, keep pushing to stick on-topic and keep things moving. If they stall too much, start taking actions without them. Especially in an encounter (combat or not). Real people aren't going to stand around long doing nothing while someone stares off into space (ie, the player is looking something up or stalling). Make it clear that they need to be ON THE BALL. Just don't get angry about it - clearly and calmly explain that there's too many people at the table and too much to get done to be waiting for someone to spend 10 minutes contemplating a decision.</p><p></p><p>15 or 30 seconds for a decision in combat. No more. If they don't act in that time, they don't act at all. Period. May seem harsh at first and draw complaints, but once it's made firm and clear, and combat is demonstrably faster, most people will get with the program. As I keep telling people who stall and drag in combat - you don't just have your time to think about what you're doing, you should have been thinking about it during the time that everyone else was acting.</p><p></p><p>Remove the small and unnecessary combats, especially if combats really drag for your group. Hand wave obvious things, like your 5 person group encountering 4 normal Kobolds.</p><p></p><p>Party Leader. Depends heavily on the group, but really helps to keep things moving. In a game that ended a couple of months back, one guy acted as Party Leader, while I acted as Tactical Leader.</p><p></p><p>One person takes care of record keeping - treasure and stuff. Or if you don't especially need to make use of it during that session, say "you find treasure, I'll detail it out of the session" and move on.</p></blockquote><p></p>
[QUOTE="Chimera, post: 2950404, member: 2002"] Some good advice all around. Some of mine, some of which duplicates above; Rewards for being on-time and sticking to the game. But only if most of the group is on the bad side of things. XP Penalties for being late, if it's getting to be a serious problem. Start on-time every time and let the chips fall where they may. Weren't there to do the role-playing when your PC was vitally important? Too bad for the group, who had to do it for you. (Works great for getting peer pressure going!) As others said, keep pushing to stick on-topic and keep things moving. If they stall too much, start taking actions without them. Especially in an encounter (combat or not). Real people aren't going to stand around long doing nothing while someone stares off into space (ie, the player is looking something up or stalling). Make it clear that they need to be ON THE BALL. Just don't get angry about it - clearly and calmly explain that there's too many people at the table and too much to get done to be waiting for someone to spend 10 minutes contemplating a decision. 15 or 30 seconds for a decision in combat. No more. If they don't act in that time, they don't act at all. Period. May seem harsh at first and draw complaints, but once it's made firm and clear, and combat is demonstrably faster, most people will get with the program. As I keep telling people who stall and drag in combat - you don't just have your time to think about what you're doing, you should have been thinking about it during the time that everyone else was acting. Remove the small and unnecessary combats, especially if combats really drag for your group. Hand wave obvious things, like your 5 person group encountering 4 normal Kobolds. Party Leader. Depends heavily on the group, but really helps to keep things moving. In a game that ended a couple of months back, one guy acted as Party Leader, while I acted as Tactical Leader. One person takes care of record keeping - treasure and stuff. Or if you don't especially need to make use of it during that session, say "you find treasure, I'll detail it out of the session" and move on. [/QUOTE]
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