
Lady Firedove |

Huzzah! Glad to see Jezelyn is still in for now...
I lean toward option 3 myself. I'm currently in a fun PbP game with eleven players. It is pretty wild, but it seems to be working well.
If a given player hasn't posted in the approx. 24 hours between each major GM event post, the GM just makes up an appropriate action for the character. I suppose it all depends on what you're willing to manage, Spirit, and whether the chosen 14 players would be okay with you botting them if they skip a posting day. I know I'd be fine with it (although I don't plan to skip a day).
(FYI the game is Gob Smash One and the GM is Tacticslion, a.k.a. Mhar. I'll ask him to weigh in with his perspective on GMing it.)
If not option 3, then my second choice would be option 2. I would rather see the party split than see anyone cut, if you're up to running two groups, Spirit. If option 2 is chosen, as long as it works alright for party balance, I would hope that perhaps Jezelyn and Mhar could be stuck in the same group as each other. It's fun for us to discuss our ongoing stories together. :)
Thanks for the consideration!
-Lady Firedove a.k.a. Jezelyn

Tacticslion |

I entirely empathize with the difficulty of player-cutting. Entirely.
There are just so many awesome things!
Currently, I'm running a game with eleven players. It's quite a lot of work!
In addition to balancing concerns (which you'll have to play a little "loose" with) you'll need to be ready and able to 'bot people, as I've found out - herding 11 (or 14!) gamers in the same direction at the same time can be very difficult.
In fact, I've two players that haven't shown up in a couple of days...
That said, it's over-all working quite well. We're on our third round of combat now, and (magical craziness aside), things are moving relatively smoothly.
The way I handle turns is that everyone posts their stated actions in whatever order and, in a word document, I list them in the initiative order, and resolve the combat that way, taking different-but-similar (if possible) actions for them if something invalidates their previous choice (though if they set up contingencies themselves, that's even better). I then post the turn results, placing the monsters/NPCs' actions in the appropriate places in the game.
After that, in a new post, I describe the visuals and local situation they all find themselves in now.
All this helps me and them follow what just happened over the course of such a large turn, and gives them a gist of what else is happening.
If you want an in-character way of describing how people fail to show up (or something similar) beyond 'boting them (taking them over briefly), I can give you the method I'm planning on implementing soon via PM, which you can re-fluff any way you like (I can already think of three different "spins" you can take on the same mechanic; and there's another mechanic, too, that you may be interested in).
I've also run two different groups (or rather, one mega-group that occasionally split into up to four different groups and a smattering of individuals) in real life (back in 3.5), so I can attest that the flow of play there gets pretty crazy, especially if they at all overlap.
You'll have to expect that, on occasion, for in-story reasons you probably can't predict, there may be an overlap or switch between the "groups" at times... even if it never happens you have to be ready for the eventuality.
To my fellow players: if possible, I'd strongly encourage all of us to stay together, as, with a group this large (or with two different groups already!), even more so than normal, splitting the party is... painful... for the GM. It's going to happen - especially over large combats with high tactical or terrain elements (similar to my first one in Gob Smash One - we're currently split into three groups already by the third round!) - but I'd recommend we try to keep it to a minimum.
Either way, I strongly recommend something called the "Flex Time" mechanic (or at least my variant thereof) that allows people to talk in-character or out-of-character (something I shamelessly stole from a poster named "greed" talking about something her GM came up with).
The (very short) gist is that, in order to maintain a conversation beyond when the "game" would persist in a location, you do so by naming it and putting it in a spoiler.
For example, "Spoiler: Mhar, Tommar, and Vem talk with the broom lady about her herbal problem" and I, Vem, Tommar, and you (the GM) would write things in those spoilers for some easy back-and-forth. Those who are not involved can safely ignore it, allowing for much easier turn-around time and easier following the flow of the conversation and game. Eventually you, the GM, can declare whatever side conversation finished, or it will (likely) peter out on its own. Probably limit the number of side conversations for your own sanity.
Another possibility is to have the side conversations exclusively in chat - or, even better, combine the two: side-conversations in chat, in spoiler.
All of that should help the flow and smooth operation of the game, keep the pace moving rapidly, but allow for in-depth character interaction.
Regardless, I vote for option three with a strong ability to accept option two, depending on what you think you can take more easily.
If you'd like, I may recommend looking over some of my rules as implemented in Gob Smash One, specifically the Taking X on skills, and alignment. The former helps speed up gameplay, and the latter makes it better for everyone. :)
Regardless, I'm really looking forward to this! So excited! I'll finish up Mhar's profile right away! :D

Spirit of Kotei |

Thanks very much Mhar but I personally dislike botting. I do believe two teams of 7, already a nice large number, will work best. And the adventure could actually function quite well with two teams, both working on different fronts.
All that would remain is forming the two teams.
I say we go the easy way and bypass voting, for that will take forever. Instead there's 7 open slots for each team (A and B) and people can choose their side until both are filled up.
If anyone doesn't post in before tomorrow's start I'll assume they've left the campaign.
===

Spirit of Kotei |

Alternate way to choose groups: balance of classes with a mix of the four roles...
How does this sound?
Group A:
Sorcerer
Oracle
Alchemist 1
Ninja 1 - Vem
Ranger
Swashbuckler
FighterGroup B:
Summoner
Witch
Druid
Alchemist 2
Ninja 2
Gunslinger
Samurai?
Indeed, this might be quicker. Done and done. I'll wait to see which Alchemist wishes to go where.