the Jester
Legend
One of the advantages of a party of eight is that, if half the group can't make it, you still have a game.
One of the other advantages of a party of eight is that continuity doesn't fall apart when two pcs die. Kill pcs a lot. Steel_Wind has this one right.
I run a group of eight regular players and several other once-in-a-whilers, which leads to an average party size of about 6 for any given game. It also lets the party try different combos and strategies depending on who's there at the time. Overall I like the large group, but eight is really as many as I can fit in my house at once.
I've run groups of up to about sixteen for short spans, actually. The biggest issue is usually the loudest table talker, who very often is one of the best roleplayers (but just so damn loud that it's ur-disruptive). I suggest instituting the Pig for table talk- every time someone talks out of character they have to pay the pig a quarter, and pig funds eventually go to snacks and gaming stuff. Ask Piratecat about it.
One of the other advantages of a party of eight is that continuity doesn't fall apart when two pcs die. Kill pcs a lot. Steel_Wind has this one right.
I run a group of eight regular players and several other once-in-a-whilers, which leads to an average party size of about 6 for any given game. It also lets the party try different combos and strategies depending on who's there at the time. Overall I like the large group, but eight is really as many as I can fit in my house at once.
I've run groups of up to about sixteen for short spans, actually. The biggest issue is usually the loudest table talker, who very often is one of the best roleplayers (but just so damn loud that it's ur-disruptive). I suggest instituting the Pig for table talk- every time someone talks out of character they have to pay the pig a quarter, and pig funds eventually go to snacks and gaming stuff. Ask Piratecat about it.