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Dealing
With Large Parties
Part
3: An Afterword
In
Part
1 of this article, I looked at developing
encounters for large groups. Part
2 examined handling large numbers of players.
There
are a couple other weird issues to consider
when you've got a large group of players in
your game.
1.
Beware of the Groupmind.
Logic
would suggest that the more intelligent people
you cram into a room, the more brilliant solutions
to problems that they'll come up with. My experience
has shown that to not always be the case. For
some reason (probably having to do with the
psychology of group dynamics), a single strong
personality seems to be able to dominate a group
-- intentionally or not -- more easily
if the group is say, eight people rather than
four.
But
it's more than just that. The "groupmind"
that I'm talking about here can take over a
sizable party through a combination of the following:
A.
Each person has less of a say in a large group
than in a small one, and may just go along with
things without contributing.
B.
Details are forgotten or lost altogether when
a lot of people are talking.
C.
The illusion of safety in numbers encourages
recklessness.
The
groupmind, when it takes over a group, takes
the path of least resistance -- the easiest,
most straightforward path, which isn't always
the best one. I've seen large groups persistently
miss important clues and just "bash their
way along" through an adventure more than
I've seen it happen to small groups -- doing
things they'd never do if the group were simply
smaller. I've seen more instances of people
not always knowing what's going on in larger
groups. Communication is harder with more people.
People miss details. The amount of "oh,
there were two doors in that room?"
behavior increases in a larger group.
The
solution for DMs is to be willing to repeat
yourself, go slowly, and occasionally address
a single player or a subset of the group with
necessary details rather than always to the
entire gathering. This latter strategy only
works occasionally, and only with the right
individuals. But sometimes giving information
to one or two people allows them to come up
with a good response rather than watch them
be paralyzed within a large group structure.
2.
Too Many Opinions.
Of
course, the opposite problem is that with six,
seven, or eight people around the table, you've
got six, seven, or eight differing opinions
rather than just four or five. More opinions
means longer discussions, even over trivial
matters, dragging things out far too long.
Of
course, sometimes the problem isn't too many
people expressing an opinion, it's just too
much chatter. Players miss details of what's
going on in the game when they're talking to
another player rather than listening to the
DM (or when two players near them are talking
while the DM is talking). Whether it's related
to the game or not, with more people in the
room, there will always be more side discussions.
Some
groups solve this problem by having a leader.
This can cause as many problems as it solves,
though, so unless the players have a real natural
born, well-liked, intelligent leader in their
midst (and just because someone thinks he is
one does not make it so), I don't recommend
it.
What
I do recommend is to encourage discussion, where
everyone gets their say, but don't just sit
by while they argue all night. Either personally
"Okay, you guys, I need to know what you
do..." or encourage them through a plot
device to come to a reasonably quick resolution.
3.
Player Absences
Life
sometimes creeps in and keeps people from playing.
Whether it be homework, vacations, or whatever,
sometimes someone can't come over. With more
people, the likelihood of absence increases.
If you've got a group of seven, chances are,
you'll be playing with six quite often.
The
solution is to always try to get players' schedules
ahead of time when possible. If someone's going
to be gone, work their absence into the plot
so their character is gone as well. If the absence
comes as a surprise, that's harder. If you can
end most sessions at a point where people can
"leap out of" or "leap into"
the adventure that's always desirable.
Of
course, sometimes players are absent even when
they are there. People going off to the bathroom,
to get snacks or drinks, outside to smoke, or
whatever, can mean that players miss out on
the action and then have to be "caught
up" when they get back (slowing things
down again). With a large group, there's that
much greater a chance that, at any given time,
someone will be out of the room.
Encourage
players not to leave unless their character
isn't involved in the action. Or, better yet,
establish a set break every two hours or so,
and encourage people not to leave the game table
between those breaks unless it's an emergency.
That way, you actually get everyone there all
at the same time and things can get done.
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