| Post/Author/DateTime | Post |
|---|---|
| Felonious Monk11-09-03, 03:50 PM | So I'm going to start DMing a new group. There will be seven PCs, and an eighth when the run of a play is over and one guy can stop doing silly acting and get back to roleplaying. I can't split up the game, because we all have only one or two nights a week to spare and the only mutual one is Tuesday (stupid restaurant job). And no one else will/should/wants to DM. What's the best way to keep eight people all involved in a game? What can I do to make things run smoothly? What sort of an adventure works well with this many people? Am I already doomed? Should I just run now? All advice is appreciated. DM |
| Nephet11-09-03, 04:21 PM | You need a co-dm to help you run things or you might indeed want to run (as you put it). I say this because you only have one night to play and you don't want to waste a bunch of it just trying to maintain control. A co-DM that can help you run combats, look-up rules and play some of the NPCs will free you up to keep the group and consequently the game focused. |
| Malben11-09-03, 05:38 PM | I don't see that you have a huge problem. Often, a DnD campaign suffers a bit of attrition amongst its player roster, so you may not have a huge group for very long anyway. But even if you do, it's not a huge problem. Treat it as a couple of groups of 4 PCs, for purposes of determining what they're going to encounter. If a level 5 party consisting of 4 PCs can handle a CR 7 encounter, then an 8-PC party can pretty much handle a pair of CR 7 critters. Be sure that you're not pitting them against things that are not able to use area effects that will cut down all 8 PCs at once with great ease, of course (this means you want to watch out how you play with those Ogre Magi), and you should be just fine hitting a group of 8 level 5 PCs with a CR 9 encounter. It also helps if you handle roleplay by making a list of PCs, and being sure that you take it in turns to go down each list and react to what each one has done or is doing. In a group this size, you can forget and skip people. Finally, do not EVER, under any circumstances, even if it sounds like a good idea in theory, allow the PCs to split up. If 4 are doing one thing, and two are doing something else, and another couple of them each go off and do something alone, you will have a nervous breakdown trying to keep up. Make sure they stay together, or you'll be a very unhappy DM. This is a big deal, and it's often a problem because in a party this big, they'll think that it's very logical to split up this way so as to get more stuff done. I usually discourage people from splitting up by following the same code of behavior as a horror movie script -- wander around alone, and you're going to run into something you don't want to run into. This is totally logical, as well. If the party is tromping around the wilderness or in a dungeon or whatever, they're going to be dealing with predatory creatures of various kinds. Predators do not attack the herd when they can attack a stray. It's less risky. Bandits do not attack a group when they can attack a lone traveler -- they're more likely to get a little money without getting hurt themselves if they're cautious. The vampire lord will not bother the bulk of the party, off on the second floor of the inn with the cleric and his nasty holy symbol, if there's a cute elven bardess in the attic, sleeping with the window open and wearing an underwire nightie. And so on. |
| MinusInnocence11-09-03, 06:01 PM | Co-DMs are the way to go. Now, let's talk about campaign options. You can go homebrew but if you're interested in modules, go for Night Below! Yes, I know, I suggest it every time anyone asks anything about modules, but it's worthwhile. As with any module, you need to tweak it a little to make sense for your group; but tromping through the Underdark and handing it to nasty fish-people is great fun for characters of all shapes and sizes! In any event, under 2e rules it was actually INTENDED for a group around your size. Under 3e, the first book flew right on by with only four people, but that's just me. Good luck converting it! P.S. I know I said "options" but you only really need one - Night Below. It's the best. Then, follow it with Return to the Tomb of Horrors, and after that, The Apocalypse Stone! I love modules! |
| Optimus Prime.11-09-03, 06:26 PM | Find a 9th player who wan't to Dm and split the party up. 8th is way to much but if your compfortable with it stick with it. My maximum is 4..............a 5th player can join for one session only so he can get a feel of the game so he can find his own group. |
| TheWhaleShark11-09-03, 06:54 PM | I've run games, by myself, with 9 or 10 players in it. It can be chaotic, and get quite hectic, but here's some advice: 1. Be systematic. Keep everything in order. Make sure that everything is thoroughly organized, the players have everything they need BEFORE they show up, gaming supplies, if necessary, are in one accessible location, etc... Also, make sure that everyone stays around your playing area while stuff is happening. Gaming from the couch across the room won't really help things stay together. 2. Have a "floor." That is, have an object that a player must hold if he wants to speak. Typically, we use a large wooden mallet. When someone has the floor, everyone else has to shut up and listen. This can sometimes limit roleplaying interaction, but believe me, it keeps things from falling apart. 3. Enforce time limits for actions. You have a lot of players. They can't all take 20 minutes for their round. Give someone 15 or 20 seconds to figure out what they're doing. If you can't remember what a spell does, you'd better be able to look it up quickly, unless you need to consult something for the spell's resolution. It sounds mean, but it's necessary to keep the game moving. 4. Make sure, as a counterpoint to 2, that everyone at least gets a chance to interact. You can often get lost in the shuffle. |
| Night~Raven11-09-03, 11:34 PM | I have DMed for a group this large once before (they were only the second group I ever had finish a campaign. It was great. I would actually recommend against a co-DM, but that's just me (too many cooks...). And it will be inevitable with a group this size that they will split up, so make sure you have a spare room to put people for a little while. I would also recommend not planning on ANYTHING. A group this size could do just about anything at any time, it is all about who can convince whom to go along for the ride, majority often rules in this type of group, sometimes even more than common sense. Have fun with the whole thing. A group this size is going to bring many different personality types to the table, use that to your advantage when you can, they will spend tons of time interacting with each other role-playing wise, listen toa what they say to each other and sometimes it will give you ideas for later. Another thing I would recommend (and many will disagree, I'm sure) is to have only the basics worked out. Unless you need a map or some other concrete piece of information, I wouldn't waste my time. Come up with a list of things you want to see get done with this group and then just try to find a way to get them worked in. My experience with a group this size is that every time you spend the time to write down an adventure, they seem to find a way to do something else. Try running games off the cuff (this is my favorite way of doing things anyway, and it has led to some memorable moments). Wow, that was a long post. Good luck, and enjoy it can be great fun having that many players, but I guarantee it will be a lot of work too. |
| Twisted Puppy11-10-03, 12:18 PM | I agree with Night Raven. I've had 7 PCs before, and found it difficult but did manage to muddle my way through, and keep the action going. I'm certain that a lot of DMs reading this board would LOVE to have the problem of that many players. |
| Dhalgren11-10-03, 12:34 PM | Originally posted by MinusInnocence Co-DMs are the way to go. Now, let's talk about campaign options. You can go homebrew but if you're interested in modules, go for Night Below! Yes, I know, I suggest it every time anyone asks anything about modules, but it's worthwhile. As with any module, you need to tweak it a little to make sense for your group; but tromping through the Underdark and handing it to nasty fish-people is great fun for characters of all shapes and sizes! In any event, under 2e rules it was actually INTENDED for a group around your size. Under 3e, the first book flew right on by with only four people, but that's just me. Good luck converting it! P.S. I know I said "options" but you only really need one - Night Below. It's the best. Then, follow it with Return to the Tomb of Horrors, and after that, The Apocalypse Stone! I love modules! Is there a 3E Night Below? |