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Dealing
With Large Parties
Part
2: Handling All Those Players
In
Part
1 of this article, I looked at developing
encounters for large groups. This, however,
is only half the challenge of running a game
with a large group of players. The other main
task is dealing with the players themselves.
Even
in a normal-sized group, or a small group, players
want attention. They want to be "on stage,"
in the action. They don't want to sit around
while other people do things, or -- worst of
all -- nothing happens. This becomes harder
with a large group, obviously, because you've
got more people demanding your attention. Even
the most patient of players can get tired of
waiting while you resolve the actions of six
or seven other players.
Speed
Things Along in Combat
First and foremost, keep things moving. In a
combat situation, encourage your players to
decide what they going to do before it's actually
their turn. The really good ones will actually
make their rolls ahead of time, so as soon as
you say, "Okay, Bruce, it's your turn,"
Bruce says to you, "I move into a flanking
position around the other side of the hell hound
and attack. Does a 16 hit? If it does, I inflict
7 points of damage."
Don't
let the game get bogged down with a rules discussion
that affects only one of the large group of
people. If a player has a rules question, have
him or her look it up -- don't stop the game
to look it up yourself. Better yet, encourage
players to have the appropriate page open when
the initiative order comes around to them.
Be
aware that this method ends up "rewarding"
those who aren't helping you by being efficient.
The players who are on the ball, ready to go
on their turn, their dice already cast, end
up getting the least amount of attention, while
the players who hem and haw about what to do
and sit and shake their dice for 30 seconds
while everyone watches get the most. To counteract
this, reward the efficient players in other
ways. Give them small experience point bonuses
for helping you (and tell them why they got
them). Praise them for being efficient and on
the ball, preferably in front of the whole group.
Or just offer to pay for their share of the
pizza one night.
Even
while you're speeding things along, don't forget
all the good aspects of DMing. Remember to still
provide evocative descriptions of people, places,
and events. Don't let your need to get from
person to person in a combat situation force
you into skimping on interesting imagery of
the maneuvers, strikes, misses, spells, and
monsters involved in the combat.
Speeding
Things Along out of Combat
A good DM can keep a combat situation moving
at a good pace. One other nice thing about combat
is that it makes sure that everyone gets a turn,
and no one gets more turns than anyone else.
What's actually harder is managing time when
the group isn't in combat. It's easy to get
involved with a single person's actions (searching
through a chest or gathering information in
a marketplace) and ignore the other players.
Without an initiative sequence, you can inadvertently
give one or two players multiple "turns"
to do something without giving your attention
to the other players at all.
Sometimes,
that just can't be helped. What you can do to
make sure that no one's sitting around for too
long getting bored is to always have a clock
in a place handy for you to see it while you're
running the game. Glance at it when someone
starts an action. Make sure that no more than
a couple of minutes go by before you engage
at least one other player with something of
interest.
One
thing that can help you do this is to handle
actions concurrently. Say the rogue goes to
a chest to open it. He searches for traps, and
finds one. He disarms it. Now he says he wants
to pick the lock. Tell him to wait, and ask
the other players what they are doing. If another
character is searching through an interesting
tapestry on the wall, deal with that. Now go
back to the rogue. He tries to open the lock,
and fails. He says he wants to take 20. Now
turn to the other players and ask if they're
doing anything during those two minutes. If
someone announces she'll stand by the door and
watch for trouble, have her make a spot check.
Now go back to the rogue. Tell him he manages
to open the chest, then tell him what he finds.
There
are also times when you can see ahead of time
that one player is about to engage in an action
which will monopolize a lot of playing time
-- 10 minutes or more.
Say,
for example, that one player has a character
with a mystery in her background. She wants
to go to a temple to ask around about some aspect
of the mystery. This is cool character development,
but it unfortunately doesn't concern the other
players in the group at all. The trip to the
temple might only take 10 minutes, but that's
10 minutes that everyone else just has to sit
there.
Instead,
offer to meet with that player and play out
the exchange for 10 minutes right after the
game, or right before the next game. Or, you
can handle the whole thing via an email exchange.
Email,
in fact, is a great way to handle any aspect
of the game that doesn't concern the whole group
or doesn't require the whole group to actually
be face to face. Email has become my preferred
way of handling the "selling and/or dividing
the loot" portion of each adventure, for
example. Not everyone has access to email, I
suppose, but if you're reading this, you almost
certainly do, so that shouldn't be an issue.
Splitting
the Party
Similar to one character going off on her own,
sometimes large groups like to split up either
when in town or on an adventure. When in doubt,
discourage the splitting of the party. It's
too easy to get drawn into what one group is
doing and ignore the other.
If
you do allow the party to split, use the technique
described above of handling concurrent actions.
Continually go back and forth between the groups
to find out what everyone's doing. This can
actually enhance play sometimes, if you leave
each group on a mini-"cliffhanger"
to go to the other group. Novelists sometimes
make use of this technique in books, where they
alternate point of view between two different
characters from chapter to chapter, ending each
in a pivotal situation so you want to keep reading
more. Use this technique, but switch back and
forth much faster than a novelist would. A better
analogy for a roleplaying game might be a television
show with a large cast and multiple plotlines.
Give each group only a small scene or part of
a scene before switching to the other group.
If
one (or both) of the offshoots of the party
gets into a combat situation, force everyone
to roll initiative and handle all actions round
by round like everyone's in a combat. This allows
you to play off the natural "everyone gets
a turn" structure and make sure that no
one gets left out.
Prepare,
Prepare, Prepare
Lastly, the best thing you can do for your large
group is prepare really well. Get yourself ready
enough so that you don't have to look things
up in the middle of the game, or, at the very
least, use sticky notes or bookmarks to mark
pages you know ahead of time you're going to
have to reference. If you know that the PCs
are going into a desert, mark the starvation
and thirst section of the DMG as well as the
heat dangers section. Maybe even the create
water spell in the Player's Handbook.
If you know that they're going to encounter
a lamia out there, mark that page in the MM
too. If you know you're going to need to show
the players a sketch of the layout of a lost
desert temple, draw it out ahead of time.
If
you can keep things moving in a large group
without anyone getting bored, all the while
presenting them with interesting and appropriate
challenges, your players will thank you for
it, and brag about you to other gamers they
meet.
At
least, they'd better.
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