Hungry of RavenousRPG.com has been a long-time supporter of Campaign Mastery through his recently-retitled “Friday Faves” column and was kind enough to pen a few words of response to my hypothetical solutions to the problem of too many players since he has real-world experience from both sides of the gaming table. Unfortunately, a problem with the systems here at Campaign Mastery meant that his contribution wasn’t being accepted as a comment. I have appended his comments to the original article, but I’m also posting them here as an out-of-continuity extra post to bring them to the attention of anyone who has already read the original article.
ATGMs-Hungry

Hungry’s Responses

I’ve run games for large groups before. My average seems to be around 6, but I’ve gone as high as 10 players (with most games having 6-8 of them, but sometimes we’d have all 10!)

The advice given here to keep them all engaged is very good. I’ll drop a brief comment on some of Mike’s bullet points:

Planning something for everyone: Usually, with a large group, someone will inevitably not make it. Just be prepared that your key plot point might have to shift to another player. It’s best if you can develop key points that involve 2-3 of the PCs. That covers your GM bases, and gives the players something to chat about during their downtime, which will happen in large groups.

Checklists: I tend to keep a running checklist in who I’ve engaged in a personal bit of role playing and who I haven’t. When I realize that I’ve left someone out for a short bit, I drag them back into the game by having a monster or NPC look them in the eyes and do/say something. This lets the player know that I’ve not forgotten them.

Combat Options: These work really well. I love the “N-1” option because that’ll be a challenging encounter which will allow the PCs to shine as a group, but won’t leave anyone out until near the end of the encounter when the monsters are dwindling down to 1 or 2 left.

Prepared Tactics: This is a great bit of advice for GMs, especially if the Bad Guys are character-type critters with many abilities/powers or if it’s a monster packed with special abilities. I also flip this around on the players. I use some web-based software I’ve written to track initiative orders. When someone starts their action, I’ll point to the next person that gets to go and tell them, “You’re up next.” This engages the person that’s not actively doing anything, and lets them gear up mentally for what they want to do. This is a real time saver in those large combats.

Seating & Re-seating: I’m not sure shuffling players about the table would be a wise idea because of the time and distraction involved. I did read the ideas about being minimalist at the table, but there are also snacks and drinks at the table at most of my games. The players typically have more than two hands worth of stuff to try and move. It also draws them out of the game world and into the real world while they move from this side of the table to that. The best thing I’ve done for a split party in the past is to run a timer (smart phones are great for this!) in which one group gets a certain amount of time to do their RP, and then focus swaps to the other group. If one group gets into combat…. I wait. Cliffhanger style. I’ll see if the other group can find their way into a combat quickly, then I’ll run the two combats simultaneously. There’ll be one initiative order, but two separate combats going on. Yes, it’s more brain work for the GM to keep things running smoothly, but pulling it off makes the GM feel great.

Divisions in Roleplay: Mike’s take on 9+ players breaking into smaller groups works well, and I’ll take it a step further. Hand some minor NPCs to one group and have the players run the NPCs. This works really well with a little prep on index cards to let the players know what goals, motivations, approaches, and attitudes the NPCs will have. This will take a little load off of the GM, and keep the players engaged.

Caller, Handler, Scribe, Lawyer, and General: If the players want to establish these roles, I’m all for it. However, I (as the GM) will not dictate roles and responsibilities at this level, with one exception. If there’s a player at the table that’s comfortable with the rule book for the system, I might use them as a Lawyer if I can’t recall the particulars of a rule or power.

Assistant and Co-GMs: I’ve seen this done once to good effect, but we had somewhere in the neighborhood of 15 PCs at the table. I’ve never used them, and I’m not sure I’d want to “remove” a player from the playing experience and have them turn into a referee or rules adjudicator in addition to playing their character… or not playing a character at all.

I’ll make a few broad comment about the system simplification ideas Mike’s presented: These are very effective at speeding things up at the loss of “realism.” I like these ideas, but I’ll counter with the concept of, “If you need to simplify your system, perhaps you need to play a simpler system in the first place.” I’ve had players that can’t add d20+STR+BaB (even when STR+BaB are pre-added) in less than two minutes without a calculator. That REALLY grinds play to a halt. For those players, I make sure they sit next to me, and I do the math for them. I’ve also had players that could roll 24d6 and add it up in under 20 seconds (so long as they were pips, not numbers, on the dice). Many things come into play when picking the “right” system for your group, but that’s off topic for this post.

Table Etiquette: Mike has some great points here. In the weekly game I used to play, the “out of game chatter” was limited to the first 10-15 minutes of the session, then we got down to business. In my monthly game, the chatter runs about 30 minutes and rises up here and there during the course of the game. This is because we see each other so rarely and much has happened in the intervening month. It’s part of the game that I have to accept, but when I feel it’s getting in the way of the game, I step in and ask people to quiet down with the side chatter. We’re all adults, and I’m not mean or malicious about it. I just point out that the side conversations are making it hard for the other players to hear me. They get the point, and quiet down.

One last point that I’d like to make is that each player added to the table is a multiplier in effort, not an additive in the equation. From my experience, it’s not an exponential explosion in effort, but it’s probably 3X where X is the number of players. Before expanding a group, be prepared for this.

I hugely appreciate Hungry’s efforts at putting a real-world perspective on my musings, and apologize again for the (still ongoing) problems with comments!


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