Advice on GM'ing a Home Game


Advice


Greetings.

The group that we run has decided they would like to try out a home game when we aren't running Society games. I have a solid concept for the campaign and I intend to keep an open mind regarding the path that they may take (considering it may be much different than my initial vision).

My question revolves around the fact that they want to run it as a neutral/evil party. I made it very clear that I was fine with that decision, but that they should keep in mind that they need to work together as a unit, and not try and undermine each other. They agreed it was a good idea if they wanted to remain friends.

Its a group of younger players (from 10-16 years old) and a couple of adults (dads). My main issue is that there are 8 players. 8. Thats a helluva action economy. In an effort to balance encounters as I will be running some very simple things I am wondering if I should focus on multiple similar level beasties, or focus on a handful or higher level ones. Ultimately, I am going to move them through the first few levels quickly, and then start ramping up the difficulty of the encounters. I am leaning towards 4-5 higher level beasts vs a party of 8, and give them decent, level appropriate treasure.

Any thoughts?


A large number of weak creatures is generally more powerful than a small number of powerful creatures, especially against so many PCs.

Sovereign Court

I'd just think of it as running for two seperate 4 man groups. So think of what you'd run against a 4 man group, and then double it numerically. Single creatures powerful enough to not die horribly would, especially at low levels, too easily kill a character or two with some good rolls.

The only exception to this is in a situation where they have trouble bringing their numbers to bear. (narrow passage etc) And I'd generally avoid doing that. It might be tactically interesting occasionally - but very often and it'd just be annoying.


I would actually recommend trying to do things that split the party up some of the time, that way you're dealing with smaller groups. I once ran a campaign where I had two groups who decided to split up and pursue different story paths. While this made more work for me in terms of story, the combats were smoother.

Be careful about just doubling the number of monsters or challenges. CR for monsters is set up against certain party sizes and so you're going to get mixed results with your encounters (some enemies in groups are much stronger than others). Instead of doubling I would recommend first adding more cannon fodder enemies (so that everyone can feel as though they are contributing). With larger groups I've found that keeping their hands full is very important, otherwise you end up with several PC's hacking away at single monsters. Lastly I would recommend going out of your way to include monsters that act as controllers, so that you can limit what the large group can do.

Also be careful about the number of casters in your group. If you have lots of them it will be very very easy for your group to prep for almost every situation with relative ease.


Let me see if I can remember the makeup of the party:

Dhampir Inquisitor
Catfolk Ninja
Orc Barbarian
Human or Elf Wizard
Kitsune Summoner
Half-Orc Cleric
Drow Warpriest
Human Fighter

The Wizard will occasionally step out and GM, and when that happens I will step in with a Strix Gunslinger.

There is a part of me that wants to hammer them in the first encounter to let them know they will not be able to simply overwhelm every encounter and that tactics will be important. Granted, I'm not talking about killing everyone.

Also, I asked them all to write up bios so that I can try to incorporate those into the story line at some point. Not huge issues, but little bits and pieces that will hopefully make them feel part of the story. I am looking forward to it, and kind of want to GM the entire campaign and actually play the questgiver/benefactor that they will be working for. I imagine a point where he will begin lying to them and using them for his personal gain, and once they discover it they will likely fight him. I picture him as a high level, former Pathfinder Agent who has become disenchanted with the way of the Society and wants to hamper their efforts to recover artifacts/steal everything valuable. I picture him as a Druid.


8 people is tough for any DM. Granted player's who are not s$*!heads make all the difference in the world.

I also will suggest eliminate the 15 min adventuring day. That really reduces the power output of a party and makes them get a sense of danger.

Have them waste all their powers, spells etc. on medium to weak opponents as many as you feel is fair. Then when they are sufficiently depleted you kill them...I mean you unleash the actually powerful monster. Preferably with some minions to guard him.

Dark Archive

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8 people.is too many. You will likely find players drift their attention to smart phones and side conversations. Are you expecting everyone to regularly show.up? Do you only expect half attendance by most people so only 4/5 players game each time, you might be able to work that out. Ask everybody if they are committed to the game. Explain you have been warned tha
8 is too many do you want to make.site those serious have a chance at a fair Andy decent campaign. You might get 1.or 2 voluntary withdraws if they know the stakes.

If you cannot.cut down on players, co.sided cutting down on classes that focus on an animal.companion/Eidolon. Less bodies should move the action faster. Be careful. How often you use small sized maps where it us nearly impossible to get in on the action

I believe the old 3.5 modules river into darkness can fit an evil group well. Though it can also be.used to.pull a surprise on a good group. This adventure largely takes place on a small boat though so that could be a spaveing problem with.so many players.

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