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When the party gets too big

Lwaxy

Cute but dangerous
After recently having had surprisingly little trouble in bringing two small groups seemingly incompatible together for a new campaign, I now face the opposite issue.

Over the last 6 years, it has somehow happened that my co-GM and me assembled a group of 14 players. Friends brought friends, a temporary turned to a full group member, someone's son who at first just did the hirelings got a PC etc and so we've come to a point where doing a campaign is getting difficult.

As this is online, it is partly a time zone issue. But the main problem is giving every PC enough focus. We've split the party in game a lot, of course, like with most big parties, to allow for side adventures and promote the differences in the PCs. But most of it was done as a group, more than in any other large groups I saw.

Now the PCs have grown to a point where, at about the equivalent of level 11 - 15 (we play levelless) , it's hard to run them as a group and giving everyone enough options. The last campaign was a modification of Age of Worms and at the end rather stressful to run, even when both GMs were online - which usually wasn't the case.

Thing is, the players are not willing to split up, mainly because their PCs often wouldn't have a reason to campaign if not for one of the other PCs. The halfling thief-assassin in employ of the king usually got the missions for all of them, the magician is dependent on the thief-assassin due to weird circumstances resulting in an illegal spell, the bard is in love with the magician, the dwarf fighter in honor debt to the bard, the orc shaman has orders to watch the dwarf and try to find out where the dwarf's father has hidden a holy object his tribe wants back, the halfling scout has sworn to watch out for his "evil" cousin the thief-assassin ... it goes on like that. We've never noticed before how all the connections really come together. Everyone has at least 2 obligations involving the other PCS.

So, not wanting to destroy the story and not wanting to deal with 14 players (well, usually about 12 are online at once) anymore, I thought of making 2 groups and allowing PCs to switch groups between adventures if they want to, with the story of the world connecting them. But there is the issue of timing it, even when I split up the party with some groups, one part of the story usually runs faster.

Has anyone tried this before? Any other ideas maybe?
 

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I think the West Marches would be something that could work. Each adventure is self contained and the the players meet up in the tavern to discuss who is going on which adventures. It requires a lot of prep work, but could certainly handle your large group issues. If your group is up for it, you could even have multiple GMs run the game so that everyone gets a chance to play.

You could make the world online with one of the many corkboard websites, or some kind of google doc using Index Card Worldbuilding.
 


[MENTION=53286]Lwaxy[/MENTION] I am neither an online gamer nor do I DM for a group of 14 (though I have DMed for 8), so take what I say with a grain of salt.

I would split the party: give them 2 very pressing goals in very different parts of your world, and make it clear that if they attack one problem as a big group while neglecting the other problem, the other problem will become a catastrophe. Create some kind of time ressure. Let them assemble into two teams as time zones, party balance, and personal preference dictate.

Personally I would split it along the wizard and bard (unless there's a compelling real life reason not to, like, say, they are a married couple living together using the same computer). Separated true loves has dramatic potential and you could give them some magical doodad to communicate/view each other.
 



End the campaign, start a new campaign at manageable character levels. Be honest but firm. The system is too much of a burden to run past X level for a huge group.
 

Yeah something like the West Marches idea is what we've been doing in between major campaigns already. I like the idea of pressing issues in opposite ends of the world. I'll likely sort them by time zones, too, should make nice 6-8 groups (not sure where the Australian players would fit in best). Wizard and bard are, luckily, in different time zones.

I might use the iSpy idea :cool:
 

End the campaign, start a new campaign at manageable character levels. Be honest but firm. The system is too much of a burden to run past X level for a huge group.

I'd not get anyone to agree to that and it would be a pity to do, really. The system does fine for us - especially as it's not recognizable as D&D/PF or Deadlands anymore.

It wouldn't be a real issue if this was a RL group, but online gaming can get quite difficult to schedule for me lately. I have chronic fatigue problems and overslept the last scheduled session of another group. :blush:
 


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