[RPG] How to keep specific players interested in an 8 person party

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I would like to avoid any "they should just leave" answers, as we all know that is obviously a possibility.

We have an 8 person campaign for 5e, and it has been going on for about a year now. When we first started it was just a big group of friends wanting to hang out and play a game together. But as we progress, everyone is maybe overly eager to the point that we are stepping on a lot of toes to pretty much get anything done. Any time we are faced with a decision, we ALL have our own idea of what to do, and it becomes a long discussion about whether or not we should save the goblins, or dispose of them, and we're almost pleading our cases to the other group members to get on our side. Too many voices. It's hard to have input in the group, AND even if you do, for it to have a big enough impact to matter.

All this being said, there is someone in our group that is having an issue with the party size. He is pretty adamant that it's not any of us as players or our PCs, but solely because the party size is so large that we don't all get to play the game how we want. He enjoyed a campaign where we were split, because both groups were smaller in their own campaigns essentially, and everyone had a say.

For my question, I am wanting to figure out ways to alleviate this problem WITHOUT splitting the party up again. There was an ordeal we had where it seemed like we'd be split for good, and the point was made "why are we even sitting at the same table then if we can't play together?"

With all that in mind: What are some ways we can make party members feel involved enough, and to make quick less argumentative decisions in order to overcome the large group?

I have read other questions of how to manage large parties, but those are from the DM perspective and don't address this specific type of situation. If there is another question asked about this, I would love to know!

Best Answer

Talk to your DM about re-running Session Zero

The good news is that you all understand more what you want out of the game, the bad news is that there are some differences causing issues.

The best thing to do at this point is to try and all get on the same page. Talk to the DM about your concerns and recommend running a session zero.

Make sure everyone is honest about their expectations and what they do and don't like.

The DM will need to try and balance those expectations, but also make clear that at times one expectation will get met while others won't. And the same goes for when they work to make others happy.

Compromise

This is going to be about everyone needing to make some compromises.

The DM needs to try and balance the expectations and needs of the players, but the players also need to be understanding that they're not going to get what they each want all the time. For this to work, all players will need to remain involved when it's not 'their time' - just as they'd want other players to remain involved when it is 'their time.

Party Size

To be honest, 8 folks is a lot for a group. My primary group has 6 players and during combat (or even otherwise) there is a lot of downtime for each individual. Adding two more players on top of that isn't a small change, but it does create 'delays' for each player in their opportunity to act.

Given that everyone, including the DM, wants to maintain the group as-is, then making sure everyone understands this delay and that they won't get everything they want at all times is imperative. And the players need to be understanding and kind (and quiet!) when it's not their turn. It'll help if they stay focused, too - but they may be a trade-off. You'll get folks on their phones, etc when it's not their turn. As long as they're not disruptive while 'away' or asking too many questions when it's their turn to 'catch up', then I wouldn't make a big deal of it.

Decision Making

This also needs to be part of the Session Zero. Coming up with consensus is hard, but clearly you need a way to help ease the path.

Some possible methods:

  • The DM making the campaign a bit more 'railroad-y'.
  • The players deciding that there is either in-character or out-of-character leader.
  • Maybe there's a simple voting system. Maybe you just roll a die to determine which of the actions you want to pursue as a group. Talk with everyone and come up with a plan, but see above that when folks don't get their way, they'll need to acquiesce and move on. Maybe they'll get their chance in the future. \

What my table has done in the past is have everyone write down what they want to do (or heck, order for food), and assign a die value to each. If there's an odd number, then assign a reroll value. DM Rolls a die and whatever comes up is the direction taken.