10 Players... Yikes? [Archive] - Wizards Community

Post/Author/DateTimePost
Vyceras

05-21-05, 09:42 PM
Does anyone have experience running a session with a large amount of people? In the summer everyone will be coming back from college, and it looks like we'll have 10 players. One is a former DM, so we were thinking some sort of "co-DMing" or something, but I have no idea how to run that. We're all borderline ADD and it's hard to keep everyone occupied when it's somebody's else's turn, as when it approaches early morning (we play late at night), peolpe need something to keep them entertained else they fall asleep.

We have tried stuff like "roll damage and hit at the same time", etc., but even with 8 people, it got iffy. As a DM it's frustrating when people don't pay attention, but I know I would probably space out a lot too or have side conversations if I had to wait for 10+ turns until it was my time to go.

We don't want to tell people they can't play, but it doesn't look like the games will be that great unless we can come up with good ways to streamline anything.

Any suggestions?
High Octane

05-21-05, 10:09 PM
2 groups.
OamuTheMonk

05-21-05, 10:44 PM
You have a great opportunity here.

This is what I am thinking...

Two DMs, one setting. create a backround that involves two opposing factions (countries at war, rival tribes, guilds competing for work), create a set of criteria for membership in each faction (even something as simple as alignment would work), dividing the group into two competing guilds of five(one from each faction), then set them loose in an environment where they are in competition, but not in combat (collecting lost artifacts, negotiating for mining rights, conquering an untamed jungle). This will create interest, as each guild will not only be playing to build themselves up, but also to defeat their opposing guild. Think Survivor, only with Fireballs and green slime.

This could be a lot of fun...
WCH

05-21-05, 11:00 PM
Agreed. Split the groups, put them in the same campaign world with very different objectives, watch them work around each other.

Either that or tell half of them to sod off. Any more than 5 PCs is too many, if you ask me.
akiir

05-21-05, 11:05 PM
go for it i have dmed 14 people make some really good plots and have a lot of monsters that give the players a challenge like a tribe of barbarian bugbears :D
celtredleg

05-21-05, 11:09 PM
I have ran large groups before. One of the things I do is have people pre roll hits and damge, saves some time, especialy with the finger counters. Another is encourage them to RP with each other, especialy when they are not involved in combat.

Another solution is that many people wont decide what they want to do until it is their turn. Simply dont allow anything but a declaration of action when they are up. No recaps, no looking ups, no "well maybe I will". If they dont know what they are doing, then thier charicter dithers and losses the round.

The game moves much faster , but some dont like the constriction. So its a toss up. push some out, or make some irritated. I have ran up to 17 people. Its a zoo, but can be very interesting.
Vyceras

05-22-05, 01:35 AM
The competition thing is interesting. The campaign will be set around opposing groups, anyway, so that could definitely work....

I will also try to be more a hard ass about not looking things up, BUT I need to be lenient at 4:30 AM because sometimes minds just don't work correctly at this hour.

And yeah, I know that it'd be better to play at a normal time, but that's never worked with this group; we have too much crap going on during the day. It'd be a VERY nice change, though.

Any more ideas?

Thanks guys.
Arrowhen

05-22-05, 05:01 AM
Two groups is definitely the way to go. (http://www.blindpanic.com/humor/vecna.htm)
Jerivar

05-22-05, 05:50 AM
Think Survivor, only with Fireballs and green slime.

Yes, if I ever get suckered into going on that show, I'll make sure to bring those tools with me.
Vyceras

05-22-05, 06:51 AM
Two groups is definitely the way to go. (http://www.blindpanic.com/humor/vecna.htm)

Great link.
Disme

05-22-05, 06:14 PM
Two groups is definitely the way to go.
OMFG THAT IS HILLARIOUS!!!!!!! I've heard of the Head of Vecna and am amazeingly greatfull for the privliage of viewing that work of art.
midniteprism

05-22-05, 07:58 PM
I've done this before (8 people actually) I'm going to tell you how this works. Granted not everyone was 'borderline ADD' mind you so I can't really account for that and maybe I had some really just solid players. But here are a few things that I DID do to make things go smoother.

Organization: YOU, as the DM MUST be on top of EVERYTHING!! I say this outside the usual DM duties because with a group of this size you're going to have to know the ends and outs of every situation you present to them in order for things to go smoothly. This includes:

Knowing the PCs. You should have a copy of each PCs character sheet of your own. With all the key abilities and skills and attk bonus and AC readily available to that you can find it at a glance. This keeps situations like combat, which WILL be a long affair in a group like this, down to a minimum of time. It also keeps you attuned to what they PCs can and cannot do pretty quickly.

Know you're world. This goes without saying, but with a group of players this size things can get a bit harey. They are basically a virtual platoon and can easily handle most encounters set for their lvl in most adventure modules and MM set ups. So you're GOING to have to up the CR for almost all encounters. Remember, and group this size walking around town together is bound to raise some eyebrows, so keep that in mind.

Also, set some house rule about combat. Give each player NO MORE than 30s-1m to figure out what they will do in combat. I have found this rule adds a certain level of realism to the often times hecticness of combat. The players these people represent dont have time to flip through pages to see what they can do, they have to act right than and there. So making sure that the players know what they are going to do when it gets to their turn to act, speeds things up. Heck, they've had all this time waiting for others to go they SHOULD already know what they are going to do.

This is going to be tough man. And I'm gonna be honest its going to take alot of work and handling. If you and another DM can work together to co-DM, do it. Its not hard, its just two guys doing the same thing one would do. You each maybe sit on opposite ends of the gaming table (eye contact) and maybe adjudicate a certain group of PCs (i.e. YOU take John, Kevin, Janice, Chandice, Vince and the other DM takes Ian, Dave, Jackson, Mark, and Kenee). He monitors their dealings and rolls, while you do the other. He may handle certain NPCs and encounters while you handle others. This gives you time to work out other situations on the fly why he handles the main core of the game. It CAN be done and rewarding.

As its been said, DON'T throw out the idea of doing more than one campaign group. 2 groups in the same world maybe on two seperate factions might actually be kinda cool if everyone is dedicated to it. Maybe for the most part they might even be rivals, and on occassion you invite them ALL together for a battle royal. But maybe in the end they realize they ALL have been played by a sinister force and ultimately must come together for a BBEG BATTLE ROYAL 10 MAN EXTRAORDINAIRE!!!!!....cough...ok, now I'M getting excited.

To be honest, chances are you're going to loose at least 3 players. There is no way on gods green earth ALL of the 'borderline ADD players' are gonna stick with you to the end. That's why i dont mind running a 10 man session here and there, cause chances are its gonna shrink down and you'll have your group that you wanted from the start. Have fun with it though. Have fun.
SeidonVanDolf

05-30-05, 06:01 PM
I have run as many as eleven before. The real trick is whatever the story keep everyone laughing. If you get everyone involved in the combat and be very descriptive about what is going on then they will pay attention. Encourage them to take some of the cooperative classes and feats so they can take turns together and it gives them a reason to pay attention to everyone else. But mostly just keep 'em laughing... :D