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Post/Author/DateTimePost
Orayn, Elvish Blademaster

12-09-06, 06:58 PM
I'm currently running a DnD campaign in my school's gaming club, but our ranks have swelled to ten (serious) players, and I don't think I'll be able to manage all of them at once in our continuing adventures. Should I split up the group and put each new five-person group on a separate adventure? Keep them together, but get an assistant to manage them all? I can list the players so I can get some advice on how to split them. All of the players are level 2 at the moment, and none of them are multiclassed.
Human Fighter
Human Monk
Human Cleric (Pelor)
Human Cleric (Wee Jas)
Half-Elf Rogue
Halfling Rogue
Dwarf Wizard
Half-Elf Bard
Elf Ranger
Elf Druid
Stormonu

12-09-06, 10:45 PM
I've handled 10-man games before but it is very hard, and players can get bored easily waiting for their turn. I'd suggest breaking into two groups of five, run on alternate days or letting a 2nd DM handle the other group. You could do either a shared world (which could be difficult to co-ordinate at times) allowing the groups to switch between DMs from time to time or meet and interact with one another, but probably the best bet would be to have them in two seperate areas where they aren't likely to run into one another.

As for splitting them, I'd probably let the players decide which group to split into, though encourage them to try and balance it with a mix of classes/skills. If they can't decide, I'd split it as follows:

Group 1:
Human Fighter
Human Cleric (We Jas)
Half-elf Rogue
Half-Elf Bard
Elf Druid

Group 2
Human Monk
Human Cleric (Pelor)
Halfling Rogue
Elf Ranger
Dwarf Wizard
frasmage

12-09-06, 11:01 PM
Group 1:
Human Fighter
Human Cleric (We Jas)
Half-elf Rogue
Half-Elf Bard
Elf Druid

Group 2
Human Monk
Human Cleric (Pelor)
Halfling Rogue
Elf Ranger
Dwarf Wizard

yep, that is the devide I would suggest
Grandpa Gamer

12-10-06, 11:50 AM
I also suggest you read the How Big Is Too Big? (http://boards1.wizards.com/showthread.php?t=753289) thread.