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Too many players! Ack!
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<blockquote data-quote="Steel_Wind" data-source="post: 1751936" data-attributes="member: 20741"><p>I've got eight in my current campaign, though often it is only seven show up at any one time.</p><p></p><p>It IS a lot. It's manageable, but difficult.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>It's hard to do this at your place. Make sure you are gaming at some other place so you can leave.</p><p></p><p>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.</p><p></p><p>If nothing else, it will make the inter-party stuff more manageable. </p><p></p><p>Other rules for inter-party management:</p><p></p><p>1 - There is always a leader among your players. Treat them as such when appropriate but make sure they share the spotlight.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 1751936, member: 20741"] 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. [/QUOTE]
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