| Post/Author/DateTime | Post |
|---|---|
| #1windresistantApr 28, 2008 9:57:12 | So, I'm running my first campaign, and I have 7 players. I've been in groups with lots of people before, and its just not that much fun to wait for an hour for your turn. Assuming I'm too nice to tell people to bugger off, any suggestions? I was thinking that after getting the initial plot underway, I might spit them up somehow. Hell, I could even grab an 8th person just to even things out, hah. The plot is basically that aliens with psionic powers (Illithids) take over the world. In the process, they kill lots of humans, but also try to bring some under their power with lobotomies, and to make them powerful enough to work with them, give them shots that give them mutations. Our PC's will have the mutations, but will convince one of the off characters to screw up the brainwashing process so that they can still think for themselves, escape, etc. Any ideas on whether or not splitting them up would be a good idea, or how to go about this? I'm new at Dming, and actually thought I wouldn't have enough people. I guess I was wrong, hah. |
| #2HuscarlApr 29, 2008 10:31:38 | There's nothing wrong with having a big group. We routinely play with six or seven players + DM. There are two reasons why it takes people a long time to do their turn. 1) They don't know the rules very well. That comes with time. Keep things simple at the start so players (and you) only need the most basic rules. Add more only when everyone is ready. 2) They aren't paying attention when it's not their turn. With six other players, everyone has plenty of time to decide what they're going to do while other people are taking their turns. When it comes around to Bob, he should be ready to say immediately what he wants to do. Even if you then need to walk through the rules a bit, there's no time wasted thinking about what to do when it ought to be getting done. Encourage this as much as possible. Be up front about it. Tell players that they need to decide on their moves before their turns, or you'll never get through a battle and everyone will become bored. Steve |
| #3tema69Apr 29, 2008 10:47:02 | I GM for 7 people, and I used to play in a group of similar size (we now splitted up for personal reasons - one being that I can't stand one of the other players, and that there was a conflict around what game we should play). Anyway, in my group (the one I GM), very few players know the rules well, those who do don't pay attention (half the group is interested in RPing - and don't know the rules, and the other half is interested in shooting people in the face - and have a small understanding of the rules). Sometimes it's okay, but at other times, it can be a real pain in the a*s. I've considered the fact that we'd need a smaller group, but I really can't throw anyone out or anything. On another note, I know a GM who has around 8 young D&D sSpellcasters as a party. Literally, a combat round takes 45 minutes (one of them is hyperactive, some of them are kinda slow, and the rest are just kinda, you know, 12-years old). |
| #4windresistantApr 29, 2008 17:03:18 | Hah, okay. Thanks for helping me pinpoint common problems and whatnot. At the very least, I no longer feel alone in this problem hehe. |
| #5backstabbistApr 29, 2008 17:38:23 | Even if you dont have an official Assistant GM, it helps to have someone familiar with the rules hold a set of books that the others can ask things like "How does Disarm work?" or "Can I doublemove while taking a potion" "Will I provoke AoO if I xxxx" kind of mechanical stuff. |
| #6atanakarApr 29, 2008 21:15:09 | Its my experience that large groups usually harbor 3 to 4 real RPG players. The others will leave by themselves with time. Especially if they are new players. Alote of people try out RPGs and find out they don't like it. They usually leave after a couple of games. It takes dedication to be a real player. I've been GMing for 24+ years and have seen very strange things around the table. If you are in a hurry to reduce the number of players take the gloves off and try these dirty tricks: Trick #1 : Getting rid of computer game players If you suspect some are in just to shoot at creatures reduce the number of combats per game and concentrate on the story line. Create stories with more role-playing situations. For exemple : a murder investigation with suspect interviews and clue finding scenes. After a few games of this regime they will go back to their consols... Trick #2 : Getting rid of bullies Don't hesitate to kill the character of really obnoxious players. This is important because they tend to chase away good players. When they bring a new character don't hesitate to kill it if they are still obnoxious. After a while they will either get it or get out ! One of my best players used to be a bully. Then again you can try to be diplomatic and talk it over with the players. Find solutions to the problems. It might actually work out. Good luck !!! |