SD Campaign Mods for Six-Man Party


Second Darkness


Hey all! I'm thinking about running the Second Darkness campaign for a group of some friends after another RPG we were doing got sidelined from two of the players moving away. This is only my second time GMing a campaign, and my first time in the more traditional d20 environment; the first time was a homebrew Heroes Unlimited game. I wasn't expecting I'd end up with as many people as I had playing in that game (seven), but it appears that I was somewhat wrong in that assumption.

Thus far, I've had six people express interest in playing and, if another one can manage to find a ride, I'll end up with another seven-man party. I'm honestly hoping that the last person won't be able to make it, as a six-man party is probably pushing it already. At this point, four of the six players have told me what kind of character they'd like to play and I'm up to a Rogue, Bard, Paladin, and Monk. Hopefully I'll at least get a Cleric out of the last two, and maybe a Cleric and an arcane caster.

Anyway...I know that one of the things I can do to modify the campaign for more players is simply to add more bad guys to an encounter, but I was wondering if anyone else here has run a campaign with a greater-than-four party and, whether that answer be a yes or no, what recommendations can be made for making the campaign a more fitting challenge for a six-person group, aside from the obvious methods of just adding more baddies to the fight, giving more HP to the big villains, etc.?

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