| Cyg |
Well Met! I'm currently running my first homebrew campaign with a fairly large group; 7 PCs regularly play each scenario. So far I've been crafting each session to hopefully last about 2-2.5 hours, but they end up lasting 3-4 hours each time, even when I cut out things midway through.
Does anyone have any suggestions for how to craft scenarios for groups of 7? Though we are mostly beginners, we all understand the basics of the game well, and the group gets along very well. Combat moves pretty swiftly, and I sincerely can't pinpoint why it takes so long aside from the typical discussion and strategy talks.
Scenarios have been around 10 encounters long (battles, traps, puzzles, etc.), and I don't want to shrink it by too much and risk the scenario flying be too quickly.
Any suggestions from more experienced players, preferably those who have played with large groups before?? Thank you in advance!!
-Cyg, fledgling GM
| Jaunt |
Cut the scenarios down to about 6 encounters, and add a pre-generated random encounter or two if you panic because the PCs are flying through it. Or just add back in the things you cut, if that's feasible.
More people just means longer games. You can't do anything about it. Every person you add is another potential bathroom break, another "can you repeat that? I was just texting the wife", another "no, don't try to do that, he probably has a really good CMD", another "what if we tried sneaking in instead", another "let me try talking to them first". Either cut players or cut content, and be ready to pad things out a little in the unlikely event things go too quickly.
| Cyg |
Cut the scenarios down to about 6 encounters, and add a pre-generated random encounter or two if you panic because the PCs are flying through it. Or just add back in the things you cut, if that's feasible.
More people just means longer games. You can't do anything about it. Every person you add is another potential bathroom break, another "can you repeat that? I was just texting the wife", another "no, don't try to do that, he probably has a really good CMD", another "what if we tried sneaking in instead", another "let me try talking to them first". Either cut players or cut content, and be ready to pad things out a little in the unlikely event things go too quickly.
You hit the nail on the head with that list there (though they've been good about no phones thus far!). I like the pre-gen encounters to pad it out, will definitely add to the scenario I'm writing! Thank you!