[RPG] How to run a game for a larger group

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I am currently running a Dungeons and Dragons 4 campaign for a group of 9 players. Whittling the group down to a more manageable size is not really an option since they are all family. When we do combat it takes forever even if I have one player help me and allow them to go 2 at a time. When we do story based adventure there are 2-3 players that do most of the talking and the others twiddle their thumbs.

I've tried encounters with many foes, encounters with only a few tough foes, dialog only encounters, social puzzle encounters, everything I can think of. What else can I try to get this group more engaged?

Best Answer

Seems to me you have two areas where you want to optimise; I've run large games before (8 players in a Rolemaster campaign, I must have been mad!) and keeping all the players involved is tough, here's what I learnt from it.

Combat

  • Preparation; I don't know about AD&D 4e but I do know about complicated systems and preparation can save you loads of time. Make a carddeck of monster information you can quickly refer to, no referencing is quicker play.
  • Numbering. Number everything and order them and write a short name after it for fluff. Get a bit of paper and write down the initiative order for everyone in a fight and list your monsters as numbers; then track resources next to their name. While a player is deciding you can decide what the next monster is doing.
  • Tracking: Monsters can be very complicated to track with multiple resources, hit points, abilities and so on. So keep them simple, put check boxes in your initiative list to mark what they've used so you don't have to keep checking; if it helps. Also you can do the same for the players; make a table where you track each players hits, ac and so on so you don't have to keep asking if you've hit, if they're at 50% hits or whatever.
  • Mooks and minions. It's been mentioned before and it's a great timesaver; Splat the 2 hit point Kobold really has only two states, annoying and dead. Don't bother counting.
  • Simplify, simplify, simplify: Round monsters stats off, ignore time consuming abilities, if they're nearly dead make them really dead. If a monster is unconscious don't bother with stabilisation rolls (for example) fudge things away dramatically to save time, keeping the fight flowing is more important.
  • Rounding: If maths isn't your forte round damage to the nearest five or ten either way and it'll save you a lot of headaches and counting; you can even then use a simple bar/gate system to add on damage in blocks of five to count damage.
  • Poke players in order, tell the player who's next after whoever's deciding to get ready each time. "Bob you're up, Eric start thinking of what you want to do."
  • If you really want to harsh it, give players a decision time frame; 1 minute per turn, maybe less. This will encourage them to prep their decisions!

Social

I notice in your question you have When we do story based adventure there are 2-3 players that do most of the talking and the others twiddle their thumbs. To me, social situations are where a GM can be the most lazy, especially with a big group.

  • Encourage PC to PC interaction, backstories are gold for this; players should be talking to each other and deciding stuff as much as possible.
  • Draw out the quiet ones, it's been said before but "victimise" those who keep quiet, encourage them, drop bits from background into their story "Bob you notice an old book on the shelf that is titled 'A history of Bobland' where your old village Bobford was" and so on.
  • Round Robin it. Break the group into smaller ones and give each one a bit of time; Two groups are out buying stuff? Tell the first about the shop, do a bit of interaction then switch to the other group for a bit - this can take a bit of getting used to but I've found it very helpful in stopping players sitting around being bored - just switch every few sentences or so between groups, the other group gets a chance to think some more and the previously waiting group gets a go.
  • By the same dint give NPCs in social situations more people. How intimidating is it for 8 people to try and talk to the same person at the same time? Add in the Wizards familiar to talk to, another shop assistant, add in extra NPC's to situations so you can use the Round Robin tactic.