[RPG] OD&D said it could be played with 20-50 players and one referee. How was that expected to work and still be fun

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Original D&D is often the shorthand name for the 1974 Dungeons & Dragons, Vol. 1, Men & Magic, written by Gary Gygax and Dave Arneson. The section on "Scope" has this quote:

Number of Players: At least one referee and from four to fifty players can be handled in any single campaign, but the referee to
player ratio should be about 1:20 or thereabouts.

This is mindboggling to me that a campaign, not just a one-shot, is expected to be able to work with one referee (a precursor to a Dungeon Master) and up to 50 players, although admittedly not as ideal as one referee and 20 players, which still sounds ludicrous to me. I find 8 or 10 players for one DM to be especially challenging to work with, particularly as you are trying to gauge if everyone is having fun, and I can't imagine how this many people would be a practical or satisfying experience.

If nothing else, this many players would be a problem in that if each player is working quickly and takes an average of 1 minute (and we don't have delays like dice rolling off the table), you're going 20-50 minutes between turns.

How was this size of group expected to work out and still be a fun experience for everyone?

Best Answer

A "campaign" isn't what it used to be...

Early campaigns often had multiple groups running within the same campaign. That is, the group of {Alice, Bob, Charlene, Dave, Edith, Francis, Ginny, Hal, Iris, and Jake} and the group of {Adam, Betty, Chip, Delilah, Edwin, Frances, Garth, Harriet, Isaac, and Jessica} and the group {Alice, Adam, Karen, and Luke} could play in different sessions but in the same world: all in one campaign.

From the AD&D Dungeon Master's Guide, italic emphasis mine:

Time in the Campaign
Game time is of utmost importance. Failure to keep careful track of time expenditure by player characters will result in many anomalies in the game....

One of the things stressed in the original game of D&D was the importance of recording game time with respect to each and every player character in a campaign. In AD&D it is emphasized even more: YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.

-Gary Gygax

You didn't need to keep track of time for your group, you needed it for each character. The actions of one group might redound to the benefit or detriment of another group. You might have them racing to achieve the same objective... or working at cross-purposes.

Consider, for example, these players' anecdotes:

I played in a couple campaigns in the 1978-1982 time frame that were run this way -- one DM and 3-4 groups of 3-6 players who met on different evenings and never encountered one another. Required a pretty dedicated DM.

-user Zeiss Ikon, comment of 3 Jan 2017

I once ran a "Fall of Myth Drannor" campaign, it had 15 players spread over 4 groups. Some players played different PCs in separate groups (around 24 ~26 PC total). As the campaign ramped up and the mortality rate did too, the groups were merged, we ended up with a single group of six people. I have to agree that timekeeping is paramount when dealing with such campaigns.

-user Mindwin, comment of 4 Jan 2017

Run this way, it's not too hard to imagine scores of players involved in the same campaign.