| Post/Author/DateTime | Post |
|---|---|
| jinat12-10-03, 11:40 PM | Any help as soon as possible would be much appreciated. The setup is thus - There are 11 players most of which are playing a RPG for the first time. Its gotta be a Pilot/One-shot type adventure st in Cormyr - so if its successful and i hook any of the new players ill integrate them into the ongoing cormyr camapign. Now how and what do i do to meet these requirments. I know combat gets pretty boring with such a large number of players because they have to wait their turns, so its gotta be less combat and more - role-playing - but then thats probably not advisable for first time gamers. Im totaly blank - please any help and advice will be much appreciated. |
| Mr. Wilson12-11-03, 02:06 PM | Eleven people? Yeesh, that's rough. Um, from what I understand, you are running a campaign set in Cormyr already, and this is just a one night with extra players, correct? Have you thought about having the party be a delegation to Sembia? That way, you can have RPing, but also the possiblity that the negotiation goes bad, leading to a big fight. Eleven people is rough though, good luck. |
| Selgaunt12-11-03, 02:13 PM | I'd split them up into two groups, one of 6 the other 5. 11 people is jsut too much(especially if they are first time players). you won't get anything done in your session and there's a good chance that the players will find it boring and long!!!! |
| Thomas M. Reid12-11-03, 03:08 PM | I agree that eleven is too many. Instead of showing these newbies the coolness that is RPGs, you're going to show them the bad side, when things are slow and not much happens. What you need to do is take advantage of your assets (your experienced players). Can any of them DM? If so, set up two groups (with a mixture of experienced and new) and run in parallel--one story, two sets of problems. If you've got two capable of running a session, set them both up as DMs in two different rooms while you act as a go-between to keep track of where they are and update information. The delegation idea is pretty good. They are at a delicate negotiation, and there are a handful of problems that need to be corrected before the actual delegates arrive. Maybe one group are guards who are looking for a thief/assassin suspected to be at the negotiations. Another group has to deal with a reluctant/disgruntled delegate who doesn't want to go to the meeting (drunk, angry at a perceived slight, etc.). Whatever you decide to do, I'd go with more roleplaying and less combat this time around. Make it something of a storytelling session; there will still be plenty of dice rolling for skill checks and other situations. New players can actually get more into a freeform storytelling excercise (with a little guidance from the experienced players) than in trying to understand all the rules of combat. |
| jinat12-13-03, 07:30 AM | Hey thankx guys - just finished the session. I couldnt divide them, but i managed. I made all the old gamers the various NPCs that walked on, while the new players were the main adventuring party. So there was a lot of interesting role-paying. When they entered a dungeon (haunetd halls of evenning star), they were racing against a mercanary group to see who retrieves a a valuable artifact first. This mercanary company were also te old players. It was a good game. Two of the newbies didnt enjoy it, but the rest had a ball of a time. But yeah yeah guys were right the role-plaing aspect of the game they enjoyed more. Thanx |
| Thomas M. Reid12-13-03, 01:28 PM | Glad we could be of some help. :) Thomas |