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Too many players!
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<blockquote data-quote="Riastlin" data-source="post: 5528950" data-attributes="member: 94022"><p>Personally, I would go with option 2 that you described above. There is the potential conflict of players wanting to play in both games, but I think you just put your foot down on who is going to be in which game. Do this politely of course and just tell the players that the game is going to be way too hard to handle with 9 players. They should be fine with that, after all, as much as they like hanging with you and everyone else, they won't want to do it for long if the game becomes a drag.</p><p></p><p>The only other real option in my opinion is to incorporate a waiting list and tell the new players "sorry, but you'll have to wait for an opening". Its far from ideal I realize (which is why I prefer #2) but its better than running a bad campaign. One of my current campaigns is currently in this mode. Throughout the first year or so I had a lot of trouble keeping players (the game is played at the FLGS) and we had a pretty constant stream of player turnover and low attendance numbers. Now we are at a 7 player roster which usually works out ok because there is almost always 1 person at least who cannot attend. At the same time, I've had several requests to join as well and I just cannot imagine running the game with say 10 or 11 players. Fortunately, those asking have been cool about it, in large part because they likely agree that the game would drag with that many players. Nobody really wants to be in a campaign where they are hoping 3 or 4 people won't show up for a session so that the session can run smoothly.</p><p></p><p>On the bright side though, be thankful you have so many players wanting to play, no doubt your players are inviting people because they are having fun as well. Its much better to have too many players than not enough. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Riastlin, post: 5528950, member: 94022"] Personally, I would go with option 2 that you described above. There is the potential conflict of players wanting to play in both games, but I think you just put your foot down on who is going to be in which game. Do this politely of course and just tell the players that the game is going to be way too hard to handle with 9 players. They should be fine with that, after all, as much as they like hanging with you and everyone else, they won't want to do it for long if the game becomes a drag. The only other real option in my opinion is to incorporate a waiting list and tell the new players "sorry, but you'll have to wait for an opening". Its far from ideal I realize (which is why I prefer #2) but its better than running a bad campaign. One of my current campaigns is currently in this mode. Throughout the first year or so I had a lot of trouble keeping players (the game is played at the FLGS) and we had a pretty constant stream of player turnover and low attendance numbers. Now we are at a 7 player roster which usually works out ok because there is almost always 1 person at least who cannot attend. At the same time, I've had several requests to join as well and I just cannot imagine running the game with say 10 or 11 players. Fortunately, those asking have been cool about it, in large part because they likely agree that the game would drag with that many players. Nobody really wants to be in a campaign where they are hoping 3 or 4 people won't show up for a session so that the session can run smoothly. On the bright side though, be thankful you have so many players wanting to play, no doubt your players are inviting people because they are having fun as well. Its much better to have too many players than not enough. :) [/QUOTE]
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