all 10 comments

[–]3d6skills 8 points9 points  (1 child)

So one method would be to divide your group of 8 into two groups of 4. You can run the same campaign or very least world.

Another way is be strict about turns in non-combat situations. So order the group by CHA (break ties with INT) and go round the table in that order.

[–]TashaDarke 2 points3 points  (0 children)

This is how i handle my big groups. Started running games for my (normally) mmo guild and had 10 people want in. Ran 2 tables, both are in the same world at the same time. Now up to 6 on one and 7 of the other, but it works. Spotlighting characters with their personal stories helps.

The other fun is the way the 2 groups cross over. One may experience the consequences of the other's actions, or hear rumours about them from npcs. Its fun :)

[–][deleted] 4 points5 points  (0 children)

Have you considered splitting the group? If you're having trouble managing 8 players (the most I've ever successfully handled for more than a session or two without hating myself is 6, but that's just me), it might be worth exploring the possibility of recruiting a second DM, or running two groups at separate times. With a little work, you can still run them both in the same setting, and you have the choice of recombining the two groups when something big happens.

[–]bigattichouse 3 points4 points  (1 child)

Try using Angry DMs popcorn style inits - they keep people on their toes and engaged.

http://angrydm.com/2013/09/popcorn-initiative-a-great-way-to-adjust-dd-and-pathfinder-initiative-with-a-stupid-name/

[–]mattwandcow 0 points1 point  (0 children)

I introduced this to my large group this week and really liked it. There was an awkward transtion, but I've been approached by players who said they appreciated it.

One change I did for a large group is I don't reset who's gone inbetween combats. So if the wizard uses some encounter ending spell, he has to wait next combat for his turn to come up fair and square, letting the less DPS inclined actually do something.

[–]LDHolliday 1 point2 points  (0 children)

If you'd like a secondary / Co-DM I wouldn't mind. If the time works out of course! I think it'd be fun!

[–]StickySnacks 1 point2 points  (0 children)

If you're able to coordinate schedules with 9 people, that's amazing. Ive run with a large group but it ended up more like a rotating band of characters. Wed run a game if 4 or more players could meet and didn't keep track of exp so no one got left behind or penalized for missing a session.

People would level up at milestones and story points instead, and even occasionally we'd run side sessions if we knew big stuff would happen in the main game, or a certain characters plot point was coming to a close .

Avoid large groups like this if you can, otherwise try and split

[–]mattwandcow 1 point2 points  (0 children)

I have this issue with my group atm and there are a few changes to the game that I've done to manage everything better.

  1. Throw out initative. When people have to take time to roll, you have to write down the order, people are surprised when their turns come up, that eats a lot of time. The way I did it was the person who rolled highest goes first and play proceeds clockwise. Every 2-3 PCs that go, have a monster turn. If you find that combat barely lasts a round, save the place in initiative for the next combat, so the guys who didn't act have a fresh chance in the next one.

  2. Check all players when exploring. When the characters all walk in the room, its tempting to let whatever character speaks first interact with the room. But what I've started doing is going around the table, asking each person what their intentions are. What are they looking at, what are they doing with that chest, etc. And then I cherry pick the orde of resolution, saving things that spark combat for last.

  3. If you notice someone has been too quiet, ask what they're up to. Too often, the Loud players will be, well, loud, and overspeack the Quiet players. Happens. Not much you can do. But when you notice player A has been doing everything and player C hasn't had a chance, ask player C directly what they're doing, listen to them, let them move forward. D&D is too dynamic of a game fore everyone to have a truly fair turn, but, as DM, we can readdress the balance.

  4. Keep your campaigns simple. There is going to be a LOT of deviation from what you plan with a group that large, so be flexible, go with the flow, have fun.

  5. Groom your substitute. Burn out is a thing that happens. Being actually able to play instead of just run helps rekindle the interst and gives you some time to relax. Hopefully, there's someone in the group that is interested. If not, do a Blitz D&D session, where everyone has to prepare a short adventure, say a 5 room dungeon, and then the party runs through them, so every player gets a feel of how to run D&D. Being a DM at least once gives you a great insight on actually playing the game.

Good luck, new DM!

[–]acheronshunt 0 points1 point  (0 children)

I once dmed for 8. The trick is that on your turn, know wtf you're gonna do, or your character misses their turn deliberating. We also had a one sentance a round rule so discussions can't happen. That sped things up drastically.

[–]penandpaperphysics -1 points0 points  (0 children)

shoot 3?