Too many players! Ack!

Fieari

Explorer
I've nevert had this problem before. Basically, I'm at college, and found myself 4 players that I could DM for, everything was looking great. Then a random passerby saw us while we were setting up character sheets, and I figured that 5 wasn't too much of a problem. Then after making sheets, we went to see RE2, planning to start playing on return. And somehow, when we got back to the table, I'd picked up two more players. So we were at seven. I really didn't know how to say "no" to this, so I figured I'd give it a shot. 7 players is HARD to deal with, but then someone else came by, and when I was dealing with another player's combat round, another of my players started making HIM a character sheet. EIGHT!

I know, I know. I'm a doormat. I don't know how to say "no" to people. What can I do? This is really really hard! And three of my players do really dumb stuff like initiate an attack on an entire goblin army after over hearing sentries talk about serving a dark god in exchange for powerful artifacts... I really don't like killing players, but they're doing really dumb crap! And just... just... settling arguments and hearing people talk to me and... ack!

Any suggestions? Please? Help?
 

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8 players?

Split them into 2 parties of 4 and run separate sessions. Twice the fun.

Seriously, good luck with that. Ugh.
 

Eight is Enough

My comments may or may not be terribly helpful, but I have been through the same thing myself.

I started with 6 players, running at my FLGS shortly after 3e came out. Before I knew what hit me I had 16.... yes... 16 freaking players! Some were very good, some were not so good, some were awful. I don't believe anyone had any fun in that game. It died a grisly death, but not quickly enough for my taste.

Next game, and every game since, I imposed a player limit. Never more than 8, once as low as 4. Higher limits for light hearted dungeon romps, lower limits for more RP heavy games. In a combat heavy game 8 shouldn't be too bad once you take control.

Maybe some of that made sense, I'm sick, and loopy, and way past ready for bed. Good night,

Chris
 

Fieari said:
I've nevert had this problem before. Basically, I'm at college, and found myself 4 players that I could DM for, everything was looking great. Then a random passerby saw us while we were setting up character sheets, and I figured that 5 wasn't too much of a problem. Then after making sheets, we went to see RE2, planning to start playing on return. And somehow, when we got back to the table, I'd picked up two more players. So we were at seven. I really didn't know how to say "no" to this, so I figured I'd give it a shot. 7 players is HARD to deal with, but then someone else came by, and when I was dealing with another player's combat round, another of my players started making HIM a character sheet. EIGHT!

I know, I know. I'm a doormat. I don't know how to say "no" to people. What can I do? This is really really hard! And three of my players do really dumb stuff like initiate an attack on an entire goblin army after over hearing sentries talk about serving a dark god in exchange for powerful artifacts... I really don't like killing players, but they're doing really dumb crap! And just... just... settling arguments and hearing people talk to me and... ack!

Any suggestions? Please? Help?

I've got eight in my current campaign, though often it is only seven show up at any one time.

It IS a lot. It's manageable, but difficult.

When it comes to doing stupid stuff - kill them. Be merciless. Utterly merciless. Death talks volumes at such a game. Turn it up. Darwin awards should be handed out - and often.

When it comes to inter-party conflict, be a tyrant. Brook no bullsh*t. Tolerate no dissension that effects real-life relationships or is disruptive to the game. If it starts, warn 'em once.

If it persists in the same session and it looks like it won't abate - do the ultimate act of DM control. Fold up the DM screen. Close your books and put them away in your bag. Collect the dice. You are *done*. Be calm, dispassionate and cool. Do not get dragged into an argument. Don't bicker. Smile. Under no circumstances should you re-open your screen and restart the game that evening. If you are going to do this, to make the minuses worth the plusses it can often bring, you got to play it out for real. Done is DONE.

Just let them know you are done and you are wondering who will be running for the balance of the evening. If no one looks to be (and no one will), excuse yourself and invite them to work it out for next time. You'll be back next week to see if there are players who want to play.

It's hard to do this at your place. Make sure you are gaming at some other place so you can leave.

This sort of DM Strike/ tantrum is really a one shot blow-your-wad kind of deal. When done at the right time it can be devastatingly effective. If it offends 2 players or so in your group of eight - that might be a good thing. You'll be down to a normal size group at a stroke.

If nothing else, it will make the inter-party stuff more manageable.

Other rules for inter-party management:

1 - There is always a leader among your players. Treat them as such when appropriate but make sure they share the spotlight.

2- Don't let evil parties happen. You are inviting disaster in a group that big. Be careful with Chaotic Neutral players who appear to be choosing that alignment just to **do whatever the hell it is they want to do, screw whatever someone else in the party thinks** That's a CN player who can prove very disruptive.

3- Modify your game style. With a group of 8, you need strict rules on time in the spotlight and you must move decisions along briskly. Be ready to declare an action on initiative and if you aren't - the player does nothing for the round. You only have to do this a few times and the players will take the hint. This does WONDERS for a group of 8 payers.

4- Accept that roleplaying is going to be de-emphasized and combat is going to be emphasized. There simply is not enough time to give each player the spotlight to role-play a LOT. Don't totally go into WARHAMMER mode. It's still an RGP, but understand that your style may have to change for a group this big.

5 - Be prepared. Don't just wing it with a group of 8. You need a plan and a plan for when they wreck your plan. You got to think fast - and often - with a group that big. That many players is just that many MORE people making choices to disrupt your plans.

6- When you've tried all you can and its just not working, chances are it will be less fun for the players. Some will leave on their own. Conversely, if you have the persistence and tenacity to mange 8 players - it can be done. Just be honest with yourself and know when it’s working and when it isn't.
 

Largest game I ever ran had 12 players.

That was way too many...

The group initially had 4, but everyone started talking to their friends about how good the game was and things spun out of control.

Since then, I've stuck in the 3-6 range. And I've learned to say, "Sorry, but we're full up!" to potential gamers if I do indeed have a full game.

Large groups are very tricky and the whole situation becomes more wargame-like, rather than roleplaying-game-like -- too much empahsis simply on combat and precise movement, as there is no time for spotlighting individual characters.
 

I have two players who really know what they're doing... one who asked to get the halfdragon template (in exchange for two levels) and one who wanted the Vow of Poverty. In a small game, this would be no problem at all... I'm GOOD at gauging who's being more powerful than the others and giving loot and such to compensate. With 8... I' can see right now I'm going to need to follow the wealth guidlines CAREFULLY in order to keep things balanced. Any suggestions for this? I'm really used to freewheeling a lot more than I can right now.
 


had a party of seven for one session, didn't work out, kicked the new guys out, they wern't really my friends so i didn't care, now i have a party of three and it's going pretty well.
 

How about getting the folks that know what they're doing team up with the folks that don't know a thing about what the game is all about (something like apprentices)?

Make groups of two, and instead of grouping friends together, try grouping folks together that are familiar with the game with folks that are not familiar with it. What also would help is that they have similar classes (arcane caster with arcane caster, rogue with rogue, etc.). This has three advantages, the new folks start learning the game (from someon else and not the DM for once), effectively creates four players instead of eight (more manageable for the DM), hopefully stops the creation of groups within the player group based on knowledge of the game (very annoying for new players).

All i can say, your brave and good luck!
 

Sado said:
Split them into 2 parties of 4 and run separate sessions.
This isn't a bad idea at all, if you have the time for it.

And trust me, it also helps to TELL YOUR PLAYERS ABOUT THIS. Start off the next session by saying "Hey, I like running a game for you people, but honestly, it's really hard to deal with eight players. Like when you all decide to split up, or you get mired in arguments or side conversations...it's a nightmare. If it keeps up like this, I'm going to go crazy, so we need to come up with a solution. Maybe we split into two games. Maybe you guys all buddy up with at least one other character to reduce the overhead. Maybe there's something else we can try. Any ideas?"

Sure, they'll probably just give you fish-eyed stares of incomprehension, but it might get a couple of them to suggest something, or at least to try and throttle back their dumb ideas and crosstalk to a level you might actually be able to deal with. Worth a shot, and even if nothing comes of it, at least you win the moral victory of actually telling them what's wrong up front.


(The various GMs for our group have determined over the past few years that we do best with 3-4 players, we can barely handle 5 if everyone's cooperative, but 6 or more is just too many.)

--
you people who routinely run games for 8 or more people freak me out, seriously
ryan
 

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