Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Too many players, too many campaigns
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Henry" data-source="post: 1980332" data-attributes="member: 158"><p>Handling a larger group is not that different from handling a 4 person group, but the DM must be on his or her toes, and he must require more of the players.</p><p></p><ol> <li data-xf-list-type="ol">Make sure (use peer pressure if needed) that NO player is unprepared for the session. Every player needs to know their characters well. If you call for an attack roll, no one needs to dawdle and recount their bonuses EVERY TIME they roll a die. (*grrr - personal peeve*). Make sure each player knows WHAT they want to do when it's their turn - ask them to think about their action before it gets to them.</li> <li data-xf-list-type="ol">Ask each player to roll all dice when they perform an action that requires it. You wouldn't BELIEVE how much table time it saves to roll (for instance) an attack, damage and miss chance together.</li> <li data-xf-list-type="ol">As DM you have work cut out for you too. In order for each person in a combat or turn-based situation to think ahead of time, they must know when it's their turn. Let them know who's next when it's the previous person's turn - or even two people ahead.</li> <li data-xf-list-type="ol">Initiative cards (from The Game Mechanics publishers) work wonders in keeping turns straight, and also what skills each person has.</li> <li data-xf-list-type="ol">Out of combat, every person needs a chance to shine, so be sure to keep every PC in mind when designing a plot. Think how to add a snippet if nothing else for each person, based not only on what their character is, but what that PLAYER likes. You'll have no problem with players who like combat - include at least one potential combat a session. for the thinkers and strategists, come up with a sticky problem that takes a bit of planning to resolve. Make sure that a simple combat won't unravel it. For the immersive roleplayers, make sure that at least one or two encounters require someone who can talk a good game to resolve the problem.</li> </ol><p></p><p>If your group is composed mainly of one of these types, you have it made. Otherwise, it's a bit of work, but approach it as any other building exercise. "How can I make this a pleasurable experience for all?"</p><p></p><p>Alternately, if this is tried and does not work out after the first few sessions, talk to the whole group and try to come up with a split group solution that works for everyone. Or, plan the two split groups and make sure at least twice a month everybody gets together for a massive team board game, or a dinner and movie outing. It could be, when comparing schedules, the problem takes care of itself when two or more people can't make it all the time.</p><p></p><p>Hope some of this helps!</p></blockquote><p></p>
[QUOTE="Henry, post: 1980332, member: 158"] Handling a larger group is not that different from handling a 4 person group, but the DM must be on his or her toes, and he must require more of the players. [List=1] [*]Make sure (use peer pressure if needed) that NO player is unprepared for the session. Every player needs to know their characters well. If you call for an attack roll, no one needs to dawdle and recount their bonuses EVERY TIME they roll a die. (*grrr - personal peeve*). Make sure each player knows WHAT they want to do when it's their turn - ask them to think about their action before it gets to them. [*]Ask each player to roll all dice when they perform an action that requires it. You wouldn't BELIEVE how much table time it saves to roll (for instance) an attack, damage and miss chance together. [*]As DM you have work cut out for you too. In order for each person in a combat or turn-based situation to think ahead of time, they must know when it's their turn. Let them know who's next when it's the previous person's turn - or even two people ahead. [*]Initiative cards (from The Game Mechanics publishers) work wonders in keeping turns straight, and also what skills each person has. [*]Out of combat, every person needs a chance to shine, so be sure to keep every PC in mind when designing a plot. Think how to add a snippet if nothing else for each person, based not only on what their character is, but what that PLAYER likes. You'll have no problem with players who like combat - include at least one potential combat a session. for the thinkers and strategists, come up with a sticky problem that takes a bit of planning to resolve. Make sure that a simple combat won't unravel it. For the immersive roleplayers, make sure that at least one or two encounters require someone who can talk a good game to resolve the problem. [/list] If your group is composed mainly of one of these types, you have it made. Otherwise, it's a bit of work, but approach it as any other building exercise. "How can I make this a pleasurable experience for all?" Alternately, if this is tried and does not work out after the first few sessions, talk to the whole group and try to come up with a split group solution that works for everyone. Or, plan the two split groups and make sure at least twice a month everybody gets together for a massive team board game, or a dinner and movie outing. It could be, when comparing schedules, the problem takes care of itself when two or more people can't make it all the time. Hope some of this helps! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Too many players, too many campaigns
Top