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1 year ago ::
Apr 05, 2012 - 6:14PM
#1
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Me and my friends have been playing DnD for a few months now and love it. As we've played more people became interested in the game and want to play but I believe there are too many. We said no to those who just wanted to "hangout" and it leaves the count to 15 in total. Twelve players is the most players we have had in a game at one time and it was hecktic. We have talked today about axing a few and three of those people have never played before and wish to start. So basicly I could use a rough estament at the best number of players from those with more experiance than this lowly Orcish Warrior. A plus would be a nice way to tell the newbies "**** off". =/
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1 year ago ::
Apr 05, 2012 - 6:25PM
#2
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Date Joined:
Oct 26, 2004
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Personally i draw the line at 6 pcs. I have never seen more than that go well.
However I must advise that instead of telling the noobs to piss off you consider runnign separate games with smaller groups, if you have the time, or someone else willing to take a stab as DM.
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1 year ago ::
Apr 05, 2012 - 6:39PM
#3
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Date Joined:
Mar 22, 2012
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I agree that more than 6 gets a little unwieldy. Still, I have a problem here with everyone having lives and not being able to show up each week. I thus do not recommend being rude.
I would say set a limit of 8. You then punish those that arrive late by enforcing the max 8 rule. You should find that people will sort themselves out. Some will actually find D&D not that fun (go figure). Others will find that work/family/something will not allow them to show up. Thus, you should find yourself soon with a manageable number of regulars and occasional players that keep your game alive.
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1 year ago ::
Apr 05, 2012 - 6:49PM
#4
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We have a couple of players that don't put input into the gamplay past what they attack, stay out of game related dessisions or just stay out of everything, and they leave or get pissed off easily =/
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1 year ago ::
Apr 08, 2012 - 11:30AM
#5
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Date Joined:
Nov 30, 2005
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I like to DM for 2-4 players. Anymore and its hard to get into the roleplaying. That said I was a player in a game with 7 regulars and ~5 occasionals that was really awesome roleplay wise (Averaged 9 a session). It really depends on the DM running it. (She was actually a pretty lousy DM too, so who knows how/why that worked)
I'd recomend asking them to split into two player groups of 7 and 8. From there weed out the guys who bail early/come late. Just make a statement like "For me to invest in running the game, I'd like everyone to come and stay the entire time. If you can't do that, maybe you want to reconsider playing." I'd try to weed those games down to 6 players at the most. You could even suggest people might have more fun watching or hanging around. I know lots of gamer girlfriends* who come feel forced to play, and don't get anything out of it. Offering to let them just hang can help cut back the numbers and give them an easy out. I'd mention that you fear the numbers are getting too high and are looking to cut back.
You could also try suggesting someone else DM a more casual game? See if they draw the players you don't paticulaly want, and reduce your numbers.
*I assume some boyfriends could be swapped here, but don't personally know any.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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1 year ago ::
Apr 08, 2012 - 6:18PM
#6
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I too say six, but two to four is best. I've played with more than ten-plus players and that got annoying and boring; it literally took about an hour per turn. I'd break the group up into three groups of five or less and recruit assistent DMs to run alternate or concurant adventures; if they are competing adventurers, when the groups meet, they will fall under the head-DM until they part in which the assitant DM takes over that particular game.
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In the desert, everything's further than it looks.
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1 year ago ::
Apr 08, 2012 - 9:37PM
#7
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Date Joined:
Oct 26, 2008
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Our group generally has run with 7. We've occasionally ran with 8 but normally drop back to 7 soon. Right now we're running with only 6. Seven has worked out just fine for us, we've never had a problem with feeling like no one had any chance to do anything if they wanted to. Then again our games last for usually five hours at a time give or take. I know a lot of people run shorter time frames.
That being said, holy cow! 12-15 people, can't even fathom playing a game like that. Then again I guess it depends on if people like to develop characters or not. I could see it if all people care about are the mechanics, but my brain hurts trying to get anything done for players that like to do side quests and various things like rping and character development. Not saying it's impossible, just makes my head hurt.
I'm with others, I think trying for two games would be best. What you could do is see if you can get a second DM and run two games at the same time. Maybe have the second game be a little more...noob friendly. An easier pace or something. Make sure a couple of the experienced players obviously join to help out but then that way the noobs get an easier start so to speak. And then maybe you can switch people between the games or something if they want.
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1 year ago ::
Apr 12, 2012 - 12:15AM
#8
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Date Joined:
Mar 31, 2012
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My game is 6 players and a DM, but I've played in games with up to 10, not including the DM. It got really unwieldy, but it... worked, I suppose you could say, with 10 people. Everybody had to make their decisions in advance of their turn coming up on the initiative order. Unless something really changes the battle state, if you can't make your move, when your turn order comes, you have to hold your action until you can. This speeds everything along, but I wouldn't reccomend having that many people.
I am currently raising funds to run for President in 2016. Too many administrations have overlooked the international menace, that is Carmen Sandiego. I shall devote any and all necessary military resources to bring her to justice.
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1 year ago ::
Apr 13, 2012 - 7:49PM
#9
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Yeah, more than six, and at least one person gets short-changed for time and input. I've had 9 players round the table twice, and there's no point. Also, as one of more than a dozen players... yeah, also no fun. But having 2 or 3 games running--you can even be running the same mod with 3 different GMs if you want some real fun, plus it allows interchangability if you have people flake out, a game close, and players from one game need to go into another.
good luck.
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1 year ago ::
Apr 28, 2012 - 1:42AM
#10
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for me, It really depends on the game. I rocked a 2 day game in high school (it was testing days, we'd test in the morning, then have like 3 hours before any other classes started) that had 10 players. It was a quick run and gun sci-fi RPG that I had devised. The PCs managed to infiltrate the alien infested asteroid outpost, get past the robot defenders, and kill the alien queen (80s action flick much?). It was a blast, and the excess or PCs made for some heroic sacrifices, red shirt moments, and of course, fighting over the one prototype laser minigun that every alien infested asteroid outpost HAS to have.
On the flipside, my regular 4E group has only 5 regular players, but another 3 on call. The 5 regular players are more into roleplaying and plot advancement, the 3 others just like to point their blades at soem big nasty, and make it dead. the 5 regular players bring in the other 3 for big tasks, or when they need some reliable buddies to watch their backs. The fighter of the regular 5 goes off with the extra 3 folks to form the "Gate Crashers", while the other 4 regular players are either negotiating/researching/infiltrating elsewhere.
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