Crazy Jerome
First Post
There is a knack for running large groups. I do it almost exclusively, and it can be done well. 4E is actually easier to manage than 3.* in this regard. There was a long topic about this very thing a few months back. I'll try to find it later. (Don't recall if it was here or in general.)
Main thing, though, is if you want to run for large groups (for social reasons), then you and the players must be willing to adapt to make it work. You can't run for nine the way you do for five and expect it to work.
So backing up a bit, the first thing I want to know is how attached everyone is to the current campaign and/or their characters? Also, how often do you play and how often will people show for each session?
Depending on the answers, there are many options. For example, you might find it very effective to all play at the same place, maybe even same or adjacent rooms, but run two different or overlapping campaigns when enough people show. If you've got another player or two interested in DMing, then you've got the basis for forming a dynamic gaming club. In a club, you might not always know what you are going to do when you arrive, but you know something fun will be happening. OTOH, if at any given session, you can often expect to have around 7 people, this may not work as well. That's large enough that you need to do some adapting for large groups, but not so large that splitting up every time is a good option, either. The "Co-DM" option is a better choice in that environment.
Main thing, though, is if you want to run for large groups (for social reasons), then you and the players must be willing to adapt to make it work. You can't run for nine the way you do for five and expect it to work.
So backing up a bit, the first thing I want to know is how attached everyone is to the current campaign and/or their characters? Also, how often do you play and how often will people show for each session?
Depending on the answers, there are many options. For example, you might find it very effective to all play at the same place, maybe even same or adjacent rooms, but run two different or overlapping campaigns when enough people show. If you've got another player or two interested in DMing, then you've got the basis for forming a dynamic gaming club. In a club, you might not always know what you are going to do when you arrive, but you know something fun will be happening. OTOH, if at any given session, you can often expect to have around 7 people, this may not work as well. That's large enough that you need to do some adapting for large groups, but not so large that splitting up every time is a good option, either. The "Co-DM" option is a better choice in that environment.