Large groups of players


3.5/d20/OGL


I'd like to start a discussion for DM's and players in larger, more unorthodox gaming groups, and some of the differences, advantages, and disadvantages compared to the traditional 4 person group.

I DM a Drow War campaign for 7 players. It is a published campaign module, and it was really written for around 4 players. I enjoy modifying encounters for the extra players, as it gives me more room to "beef things up". I am currently trying to work out the kinks in xp dispersal so that I don't make CRs too high and the group advance too quickly.

One interesting thing about my group is that there is a broad range of alignments, and already at a few points the group has split into two or more smaller groups to get more done faster, and reconvene to take on the BBEG.

So, in your experience, how have larger groups fared differently from standard sized groups? How do you as DMs handle keeping everyone focused and giving everyone ample "screen time"? Discuss! :)

Liberty's Edge

i have never actually DMed a story arc with less than 6 players, and at the moment, i am DMing the D series with a party of 7 players, and i find it a lot more fun for the DM and players if there are more people to share the storyline with.

to give people more "screen time" as you put it, i always start from my left, and go around the table, slowing rounds down to bullet time, allowing each player the opportunity to act during that round, and until the round is over, i dont actually let the players know if the enemy is dead or not until the end of the round.

its not really all that hard to slow it all down, but you must always let the eemy get an attack in, either with a high initiative roll, or he survives the barrage, if his initiative roll is bad.

but i have to say, breaking up the party isnt that bad if it is a small party, say 3-5, but with a party of 7 running off into the dungeon, and splitting up into 3 smaller groups is starting to irk me a little!

the most fun part, as you said, is "beefing up" the encounters to compensate for the added players, and seeing the player's faces when you "pull a rabbit out of a hat" and scare the bejeezus out of them when they realise what is happening!

Peebo :D


So far, the party hasn't split up in a dungeon scenario, but they've done so in town to catch up on tasks and such. For example, to cut down on the footwork of meeting with certain npcs, purchasing supplies, reserving rooms at the inn, gathering information, etc, these tasks have all been taken care of simultaneously. As a DM, I'm still describing the detail in the same amount of time it takes normally, but for the players it gives more individuals tasks to accomplish rather than sit on the sidelines and watch. It also gives me more opportunities to have events happen to the players and adds to individual "screen time".

We haven't had a lot of time in a dungeon yet, but from the build of the party I don't see them splitting up too much in dangerous situations like that.

RPG Superstar 2012 Top 32

I DM for 8, and it's REALLY slow with combat. I use homebrew adventures, so I guess I pre-beef up the encounters. We can usually only fit in 1 combat encounter per 5 hour session. It's that slow.

I'm also a player in a group with 3 players, and combat whizzes right by.

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