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Liam (Gunman) Kissane Sub-Lieutenant
Joined: 03 Jan 2006 Posts: 73 Location: Adelaide, South Australia
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Posted: Tue Apr 26, 2011 8:04 pm Post subject: How big a group is too big? |
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How big a player group is too big, and what tricks do you use to handle a large group of players?
My absolute limit is 6 players, but I prefer no more than 5.
I use a Initiative/Action sheet to help me keep track of things in combat.
A small notepad helps all the time for general notes. |
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Lancil Sub-Lieutenant
Joined: 16 Dec 2009 Posts: 74
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Posted: Tue Apr 26, 2011 8:49 pm Post subject: |
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Yes, I would say 5 is the limit. Now if you have a significant amount of people that want to play (say 7 to 10) then I suggest running two groups. For example one group this week and the other group next week. Lots of work and playing for you if you are up to it 8) |
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laztheinfamous Cadet
Joined: 14 Apr 2011 Posts: 13 Location: Pittsburgh, PA
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Posted: Tue Apr 26, 2011 9:16 pm Post subject: |
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Hmm. I think the largest group I ever ran was 28 with 16 showing up on average. That was two big. It worked, but it was hard. Most successful large group was about 18 with three separate GMs each playing in the other's campaigns and all the campaigns interconnected with characters jumping from one group to another.
However, when it boils down, I think I prefer a group of 6. That's enough that they can still accomplish things if one or two of them aren't able to make the session. |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Tue Apr 26, 2011 9:21 pm Post subject: |
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Six or so is quite managable although it really depends on the type of players.
If you have a group with three or more people that demand a lot of limelight then six may well be too much.
I've seen groups of around ten work before although in almost all instances there were at least two GMs working together. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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Praxian Lieutenant Commander
Joined: 30 Mar 2010 Posts: 190
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Posted: Tue Apr 26, 2011 10:17 pm Post subject: |
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depends on the experiences of the player-base.
as was mentioned if you have 3 glory-hounds in a 6-man group, then 6 people are gonna be too much.
Also, if you get all new gamers that don't know what they're doing, more than 3 or 4 is too much.
just depends on the attitude of the players as well as how well they work together. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10438 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Tue Apr 26, 2011 11:21 pm Post subject: 6 |
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In my time as a Star Wars GM, I've ran anywhere from 1 to 13 players for individual adventures. The one adventure with 13 players was probably my only time I've ran over 10 players. Part of my senior year in high school I ran 3 separate groups of 4-7 players each. I'd run 1 adventure for each group every 1-2 weeks. But the 3 campaigns all took place in alternate universes so I could re-use some of the same adventures for each group.
As far as tricks, yeah I use sheets to keep track of things. And I used to even pre-roll and record a bunch of rolls for gamemaster characters, and during play just go down each die-level column in order and mark of the result as I used it. But most of groups in the past decade have been smaller so I haven't bothered with that in a while.
As a GM, I think 4-5 players is ideal, and 6 is my current upper limit. 3 players is really as low as I'd like to go, but on occasion I've been known to run 2 players or even solo adventures if I really wanted to play and no one else could. _________________ *
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Anakin Lieutenant Commander
Joined: 27 Feb 2011 Posts: 129 Location: Sweden
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Posted: Wed Apr 27, 2011 3:31 am Post subject: Re: How big a group is too big? |
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Liam (Gunman) Kissane wrote: | How big a player group is too big, and what tricks do you use to handle a large group of players?
My absolute limit is 6 players, but I prefer no more than 5.
I use a Initiative/Action sheet to help me keep track of things in combat.
A small notepad helps all the time for general notes. |
I agree. Optimal is like three, but if the players are experienced and organized, up to six works fine. I once GMd 12 players. That was too much... _________________ If you fall seven times, get up eight times. |
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Riij Skootu Lieutenant Commander
Joined: 06 May 2010 Posts: 110 Location: Ohio
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Posted: Wed Apr 27, 2011 8:37 am Post subject: |
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I was in a large group, and from the standpoint of the gamer 6 or more I felt like I had to do something impressive to get any game time.
It seemed there was one or two chars (that the GM knew well) that only got the limelight. _________________ Do or Do Not ...there is no try. -Yoda |
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Alcon Commander
Joined: 12 Dec 2007 Posts: 253 Location: Bloomington, IN
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Posted: Wed Apr 27, 2011 2:08 pm Post subject: |
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I've GMed for groups anywhere from 5 to 13 people. I think 6 or 7 is just about right for me. Plenty of players, so lots of diversity in the characters. I usually just sit back and let the players play off each other a lot, which works quite well with a group that size. But it might have been the groups I've GMed for. Mostly experienced players and none that were particularly grabby of the limelight. _________________ The Road Goes On - My personal blog.
The Galaxy Guide - An online d6 stat database. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Apr 27, 2011 6:26 pm Post subject: |
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At con games i limit myself to 7 max, 3 min. I have seen many gms in our Sparks group go up to 9, or 10 even, with little lost.
IMO a lot depends on the gm themselves, and how easy they can track things/control people. _________________ Confucious sayeth, don't wash cat while drunk! |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Thu Apr 28, 2011 1:59 pm Post subject: |
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I usually want 5 players as I think this gives a good dynamic in the group. 4 is ok but I dont whant to have more than 6 players. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Apr 28, 2011 6:05 pm Post subject: |
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Lets see. if we put it as "roles"..
Gun bunny
Pilot/ship operator
Face man
Techie
Intelligence guy
That gives us 5 slots to fill. 6 if you add in "force user". _________________ Confucious sayeth, don't wash cat while drunk! |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Thu Apr 28, 2011 6:41 pm Post subject: |
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4 if your face man and your intelligence guy are the same person.
For me, I generally prefer 3-4 players. When the group gets too big, it takes too long to get anything done. I ran once for 7 or 8 players and a small combat of equal sized forces took 2 hours to finish. This was just going through the initiative steps and only 3 or 4 rounds of combat. |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Thu Apr 28, 2011 6:47 pm Post subject: |
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Garhkal's breakdown seems to be based on the primary attributes.
Dex guy
Mechanical guy
Perception guy
Technical guy
Knowledges guy
With optional Force guy.
I agree you'd often get some crossovers especially in a long running campaign when people have been forced to branch out of their comfort zones when the specialist has been unable to help. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Apr 28, 2011 10:07 pm Post subject: |
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At some of the Cons, i have had combats of 8 rounds for the 7 person table take a solid 50 mins or so. BUT 2 hrs for just 8 players over 4 rounds? WOW! _________________ Confucious sayeth, don't wash cat while drunk! |
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