
Gallyck |

Im a newish gm getting my feet wet and getting a whole lot better each session I run. Its a large group of friends all pretty much new and we have an absolute blast. But we are 6 or so sessions in and still in Crown of the Kobold King simply because the party is massive.
We have:
Switch Hitter Human Ranger (basically ripped out of the guide)
Drow Ranged Rogue
Elf Ranger possibly (going arcane archer)
Half Elf Druid
Whip Bard
Halfling Cleric of Desna
Rash (Druid's giant toad animal companion)
All pcs just hit lvl 4 except cleric and Bard so add 2 more animal companions to the list.
My issues:
1)Combat takes forever. Perhaps I can not role inits on animal companions and have them act on there "masters" turn?
2) Encounter design. I think the APL is supposed to be like. 5 since the party is so large? Ive had to tweak each fight in that module simply because they crush everything.
Any remedies? Its going to get worse (2 more animal companions) before it gets better.

Kolokotroni |

step 1: Talk to the players about this. If combat is dragging try to figure out why. The most common culprit is that people dont think about what they are going to do untill their turn comes around. I recommend having this rule. After the DM says its your turn, you have 15-30 seconds to declare your actions for the turn. The actions are then resolved, but not take backs and no pondering moves for minutes on end. "Druid its your turn" "I move up to the ork and attack him"[you then resolve these actions] 'Bard its your turn' 'I move back and start my performance, inspire courage'. "Human ranger its your turn' 'i full attack that orc with my bow'. This forces players to be thinking about what they are going to do during the other players turns and dramatically speeds up combat.
You may also want to talk to the players about take the non-animal companion options since you have a larger group and are having difficulty managing the encounters.

Kydeem de'Morcaine |

What we almost always do with large groups.
1) All the players agree not to summon anything in combat unless it is absolutely vital (like we are about to be TPK'd).
2) If animal companions or familiars are present they are not for combat. Scouts, comic relief, look-out at night, mount, etc... But prefer to not have them. We prefer wizard to take bonded object. Paladin can take the weapon option. Druid take a domain. Ranger take one of the archtypes that give up the animal companion. Etc...
3) No summoners.
4) As Kolokotroni said, players being prepared is key. Everyone has to know what they are doing when their turn comes up. If you are still deciding (or looking up spells in the book), you delay until you have it figured out. To help that, I say JimmyJoe your turn. BobbyRae you're on deck, start planning.
5) No leadership feat. (Maybe if completely non-adventuring. Like a stay at home crafter or business agent.)
I relax number 4 a lot for new players. If they need some extra help or time that is ok.
I might relax 1-3 some for very organized and experienced players. If someone is very good, they can handle it without slowing things down much at all. But for most it really slows things down.

Darth Grall |

As someone who's tried to run ~8 player games on a regular basis for a number of years the best solution is a rather simple one.
Split the party into two groups.
Now I know you probably don't want to, I didn't for a long time myself, but it really is the single best solution. It solves the issues you have with combat taking forever(turns literally go half as quick) and will make designing encounters easier. It also gives the players more chances to RP with NPCs, players are better able to hear you when you're talking so they don't miss anything, and frankly it gives individual pcs more time in the spotlight. All around it's better.
However, keep in mind you can have the groups occasionally meet up and have their storylines intersect. As the DM you can make these special events worth interest, and it's a chance for the players to see how their old friends and allies have grown. Just making it a special occasion vs an everyday thing will take a lot of stress off you and generally enhance everyone's game.

IejirIsk |

certainly, have companions/summons/etc go on init of controller.
i dont know about 10 seconds, but certainly have an idea of what you going to do when the previous person's turn comes up.
and 6 people, level 4, APL 5 would be correct.
try not to rules judge at table, except to save TPK. if a PC dies because of a call, let them take that time to find a counter rule. don't be afraid to retcon after a session. but dont take time to hunt a book every time something comes up. Granted, this poses ALOT, and I'll repeat, ALOT of prep and know-how on your part.

Tom S 820 |

Speed come with experience and time both as player and as GM.
I would say Keep single monster CR = 3+APL
This the Real challenge
I would add extra jober/Mock 1 for every fig pass 4 in the party. With a CR = APL-1
These guy are there to eat up the party action advantage.
So for you Party of 6 PC with up to 9 fig as party
1 hill gaint CR 7, and 4 ogers CR 3
1 Demon, Shadow CR7, and 4 Shadow
1 medusa CR7, and 4 advanced Morlock CR 3
1 Invisible Stalker CR 7 and 4 air elemental (medium) CR 3
1 aboleth CR 7 and 4 advanced sahuagin CR 3
If that work for you then try this 4 CR equal to pary level+1
4 Large elemental CR 5
4 Phase Spider CR 5
4 Trolls CR 5
Then try CR = to APL 4 with # appering = # of PC
So
6 gargoyle CR 4
6 owlbear CR 4
6 minotaur CR 4
Then try APL-2 with # equal 2 time # of party members
6 skeletal champion CR 2 and 6 vargouille CR 2,
6 worgs CR 2,and 6 Bugbear CR 2
EXP wise this are all the same toughness type fight with EXP total of about 6,400 exp. Or 1066 exp per person

Spudster |

get a "hourglass" that is appx. 1 minute - each PC has 1 minute to state their action. When the time runs out, they "delay" and go to the next initiative. If you get to the end of the initiative, and they take more than 1 minute, they loose their turn...
Too many players want to do only the best thing...and will deliberate for hours if you let them, because they cannot bear the thought that their actions are not perfect (these same folks tend to be the min/maxers and rules lawyers). Create the feeling instead that a less-than-perfect action NOW is better than NO ACTION AT ALL!
Also, do not go back and redo things (If I had known I could have done that, or that there was something better I could have done, I would have done that! whine, whine,whine). Let them whine for one minute (as the sand disappears), then they "delay", and go on to the next player.
Anyone that asks for a "ruling" and the clock stops until the GM gives it...but do not start the minute over...(thus rewarding stupid questions)

Tom S 820 |

If you are useing a mod or AP they are written for 15 point build with 4 PC. Figure out how much each PC should get for that fight. Then up the EXP total so it same ratio exp/PC for 6 PC.
Learn apply the Advanced template, Giant Creature, Fiendish Creature Entropic Creature, ect
Learn to Adding Racial Hit Dice
Learn to Add NPC level and Class level to monster.

David knott 242 |

I am playing in a campaign of similar size to yours, with a familiar, a paladin's mount, a summoner's eidolon, and a cohort all thrown in. We seem to have the second problem (defeating enemies too easily for our GM's taste) but not the first -- we are usually pretty efficient about declaring and resolving our actions. The one house rule we did employ is to have all of a player character's followers act on his initiative.
In regard to the second problem, there are many factors that go into the power level of your party -- not just their levels and numbers, but their ability score point buy equivalent, magic item wealth, and tactical skill of the players. With so many factors to consider, you will need to work out the relative power of your group by trial and error until you get a good feel for what is an appropriate challenge for them.

Tom S 820 |

Useing Game master guid for NPC
1 Sellsword Fighter 8 7 CR and 4 Slaver Fighter 2/Ranger 2 3CR
1 Tomb Raider Rogue 6 CR5
1 Minstrel Bard 6 CR 5
1 Monster Hunter Ranger 6 CR 5
1 Battle Mage Evoker 6 CR 5
6 Battle Monk Monk 5 CR 4
3 Burglar Rogue 3 CR2
3 Cultist Cleric 3CR2
3 Wanderer Bard 1/Rogue 2 CR 2
3 Prisoner Expert 4 CR 2