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	<title>Comments on: 6 Tips for GMing a Large Group</title>
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	<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1448</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Tue, 31 Jan 2006 15:41:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1448</guid>
		<description>Pedro: It probably won&#039;t happen anytime soon, unfortunately. I&#039;m playing in two games and GMing none at the moment, and &lt;i&gt;Primetime Adventures and &lt;/i&gt;&lt;i&gt;Pendragon&lt;/i&gt; are the next things on my slate to run. But I&#039;ll definitely keep it in mind. :)</description>
		<content:encoded><![CDATA[<p>Pedro: It probably won&#8217;t happen anytime soon, unfortunately. I&#8217;m playing in two games and GMing none at the moment, and <i>Primetime Adventures and </i><i>Pendragon</i> are the next things on my slate to run. But I&#8217;ll definitely keep it in mind. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Pedro</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1440</link>
		<dc:creator>Pedro</dc:creator>
		<pubDate>Mon, 30 Jan 2006 23:32:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1440</guid>
		<description>Glad to hear it Martin. I&#039;ve made good use of it and our group is nearly 19th level. So, it would be interesting to hear what you experience trying this.</description>
		<content:encoded><![CDATA[<p>Glad to hear it Martin. I&#8217;ve made good use of it and our group is nearly 19th level. So, it would be interesting to hear what you experience trying this.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1384</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Thu, 19 Jan 2006 21:34:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1384</guid>
		<description>(Pedro) &lt;i&gt;Why would creatures (especially those trained to work together) not be attracted by combat nearby? In my early D&amp;D playing, I always found it weird to go room to room clearing out monsters.&lt;/i&gt;

Most published scenarios have taken this into account for quite awhile now, though. I don&#039;t  view monsters in other rooms coming to check out sounds of battle in quite the same way as the waves you&#039;re talking about.

Thinking about larger encounters in terms of waves involves meta-consideration of the game in a different way. The more I think about this idea, the more I&#039;m digging it.</description>
		<content:encoded><![CDATA[<p>(Pedro) <i>Why would creatures (especially those trained to work together) not be attracted by combat nearby? In my early D&amp;D playing, I always found it weird to go room to room clearing out monsters.</i></p>
<p>Most published scenarios have taken this into account for quite awhile now, though. I don&#8217;t  view monsters in other rooms coming to check out sounds of battle in quite the same way as the waves you&#8217;re talking about.</p>
<p>Thinking about larger encounters in terms of waves involves meta-consideration of the game in a different way. The more I think about this idea, the more I&#8217;m digging it.</p>
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		<title>By: Pedro</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1381</link>
		<dc:creator>Pedro</dc:creator>
		<pubDate>Thu, 19 Jan 2006 17:30:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1381</guid>
		<description>I haven&#039;t played World of Warcraft, but that sounds like a good thing.

I started using waves when the PCs got to higher level and challenging them became harder. Besides the meta-game reasons, I think it makes great sense in-game as well. Why would creatures (especially those trained to work together) not be attracted by combat nearby? In my early D&amp;D playing, I always found it weird to go room to room clearing out monsters.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t played World of Warcraft, but that sounds like a good thing.</p>
<p>I started using waves when the PCs got to higher level and challenging them became harder. Besides the meta-game reasons, I think it makes great sense in-game as well. Why would creatures (especially those trained to work together) not be attracted by combat nearby? In my early D&amp;D playing, I always found it weird to go room to room clearing out monsters.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1379</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Thu, 19 Jan 2006 16:20:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1379</guid>
		<description>The waves idea actually makes me think of &lt;i&gt;World of Warcraft&lt;/i&gt;, where mobs (monsters) are often spaced out a bit -- but not so far apart that carelessness can&#039;t pull in extra baddies, and thereby turn a manageable fight into a deadly one.

It&#039;s not the same thing, but I find the similarity interesting.</description>
		<content:encoded><![CDATA[<p>The waves idea actually makes me think of <i>World of Warcraft</i>, where mobs (monsters) are often spaced out a bit &#8212; but not so far apart that carelessness can&#8217;t pull in extra baddies, and thereby turn a manageable fight into a deadly one.</p>
<p>It&#8217;s not the same thing, but I find the similarity interesting.</p>
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		<title>By: Frank Filz</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1378</link>
		<dc:creator>Frank Filz</dc:creator>
		<pubDate>Thu, 19 Jan 2006 06:20:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1378</guid>
		<description>I use waves a lot. In my Arcana Unearthed campaign especially, but sometimes in my Arcana Evolved campaign. The PCs kept having fights right near other opponents.

It makes for interesting fights, where the PCs really have to pay attention to how their resources are going.

I don&#039;t use waves too often in Cold Iron, but that&#039;s a much easier game to scale I&#039;ve found (and it demands a larger party than D&amp;D does, so if you have extra players, you&#039;re not doubling, your more like adding 50%).

Frank</description>
		<content:encoded><![CDATA[<p>I use waves a lot. In my Arcana Unearthed campaign especially, but sometimes in my Arcana Evolved campaign. The PCs kept having fights right near other opponents.</p>
<p>It makes for interesting fights, where the PCs really have to pay attention to how their resources are going.</p>
<p>I don&#8217;t use waves too often in Cold Iron, but that&#8217;s a much easier game to scale I&#8217;ve found (and it demands a larger party than D&amp;D does, so if you have extra players, you&#8217;re not doubling, your more like adding 50%).</p>
<p>Frank</p>
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		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1377</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Thu, 19 Jan 2006 05:02:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1377</guid>
		<description>I should have mentioned Sean Renyold&#039;s article for D&amp;D: &lt;a href=&quot;http://www.seankreynolds.com/rpgfiles/misc/handlinglargeparties.html&quot; rel=&quot;nofollow&quot;&gt;Encounters for Large Adventuring Parties&lt;/a&gt;.  I find his article works great for 6 party members.  At 7+, it mostly boils down to my design 2 separate encounters idea (in practice).

Pedro, I use the same techniques all the time.  I refer to the multiple encounters in close proximity as &quot;waves&quot;, since that is the way they usually play out.  In most d20 this works ok.  In Arcana Evolved, it works super.  Sneaking is cheaper, and more characters can do it.  If 8 players show, they can just fight if they want.  If 4 or 5 players show, it&#039;s usually the ones with more advanced characters.  So I don&#039;t even scale the adventure at that point.

I find that waves are nearly always more interesting fights (in any RPG).  You can throw more at the party without risking a TPK.  Movement matters more, and it&#039;s easier to remember to make terrain important when reinforcements are nearby.  Even when you don&#039;t use waves, the fear that you might be keeps the party honest. :D</description>
		<content:encoded><![CDATA[<p>I should have mentioned Sean Renyold&#8217;s article for D&amp;D: <a href="http://www.seankreynolds.com/rpgfiles/misc/handlinglargeparties.html" rel="nofollow">Encounters for Large Adventuring Parties</a>.  I find his article works great for 6 party members.  At 7+, it mostly boils down to my design 2 separate encounters idea (in practice).</p>
<p>Pedro, I use the same techniques all the time.  I refer to the multiple encounters in close proximity as &#8220;waves&#8221;, since that is the way they usually play out.  In most d20 this works ok.  In Arcana Evolved, it works super.  Sneaking is cheaper, and more characters can do it.  If 8 players show, they can just fight if they want.  If 4 or 5 players show, it&#8217;s usually the ones with more advanced characters.  So I don&#8217;t even scale the adventure at that point.</p>
<p>I find that waves are nearly always more interesting fights (in any RPG).  You can throw more at the party without risking a TPK.  Movement matters more, and it&#8217;s easier to remember to make terrain important when reinforcements are nearby.  Even when you don&#8217;t use waves, the fear that you might be keeps the party honest. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>By: Ben</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1376</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Thu, 19 Jan 2006 02:10:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1376</guid>
		<description>Our group is large (8+ players) and we usually run with 2 GMs concurrently.  They tag team running the content and one can split off if a player needs a quick &quot;private chat&quot;.

When tag teaming one often &quot;GMs&quot; and runs an NPC or two while the other &quot;roves&quot; and role plays one or more of the other NPCs.  Gives the GMs a chance to play too. 

In combat one GM concentrates on running the combat and book keeping while the other concentrates on being the opposition side.  Makes for some very cunning enemy.</description>
		<content:encoded><![CDATA[<p>Our group is large (8+ players) and we usually run with 2 GMs concurrently.  They tag team running the content and one can split off if a player needs a quick &#8220;private chat&#8221;.</p>
<p>When tag teaming one often &#8220;GMs&#8221; and runs an NPC or two while the other &#8220;roves&#8221; and role plays one or more of the other NPCs.  Gives the GMs a chance to play too. </p>
<p>In combat one GM concentrates on running the combat and book keeping while the other concentrates on being the opposition side.  Makes for some very cunning enemy.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1374</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Thu, 19 Jan 2006 01:19:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1374</guid>
		<description>Odadiah: I mentioned the whiteboard in the context of initiative, but you&#039;re right: It can be a big timesaver when used in other ways, too.

CJ: I can&#039;t believe I left out &quot;let the PCs play monsters&quot; -- I&#039;ve even mentioned it before here on TT! Thanks for bringing that one up. :)

That&#039;s an awesome way to deal with split parties, and with incapacitated PCs in battle. Some players might look at you funny, but most seem to be pretty gung-ho about it -- and will play the monsters fairly, and with gusto.

And I&#039;ve never tried the 2/1 encounter thing with D&amp;D 3.x -- I&#039;ll have to give that a shot, as it sounds very useful.

Pedro: Thank you -- and thanks for the link. Your expansion on my tips looks solid. :)</description>
		<content:encoded><![CDATA[<p>Odadiah: I mentioned the whiteboard in the context of initiative, but you&#8217;re right: It can be a big timesaver when used in other ways, too.</p>
<p>CJ: I can&#8217;t believe I left out &#8220;let the PCs play monsters&#8221; &#8212; I&#8217;ve even mentioned it before here on TT! Thanks for bringing that one up. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>That&#8217;s an awesome way to deal with split parties, and with incapacitated PCs in battle. Some players might look at you funny, but most seem to be pretty gung-ho about it &#8212; and will play the monsters fairly, and with gusto.</p>
<p>And I&#8217;ve never tried the 2/1 encounter thing with D&amp;D 3.x &#8212; I&#8217;ll have to give that a shot, as it sounds very useful.</p>
<p>Pedro: Thank you &#8212; and thanks for the link. Your expansion on my tips looks solid. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Pedro</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1372</link>
		<dc:creator>Pedro</dc:creator>
		<pubDate>Wed, 18 Jan 2006 20:52:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1372</guid>
		<description>Hey Jerome,
Your comment reminded me of another thing that I&#039;ve done. I create a small number (3-4) of encounters that are a single entity -- perhaps its a group of interconnected rooms, or something of the sort. Then, each area has a smaller encounter. However, when any one of them starts, the other creatures start moving in that direction. Unless the party specifically does something to prevent it: use silence, cut off entries with a wall, etc.

Then, these encounters happen either in quick succession, the end of the first overlaps the start of the second, or the 3rd and 4th start at the same time. You can vary creatures or use the same ones. And, it makes sense that things within a close range would react to noise in adjacent areas, especially for smart creatures or trained humanoids. It also helped with pacing, too much time between encounters let the party re-buff to maximum, while a succession of encounters forces them to be more mindful of their resources. I used this technique when the characters got to higher level. This would probably be too deadly for low-level characters.

And, as you said, you can scale these depending on the number of players. Perhaps only two of the encounters happen, or they&#039;re separated by a round of to recooperate, etc. You just have to be careful not to make any single encounter too difficult if they&#039;re being run as a group. And, you can&#039;t use this strategy all of time. You need to keep the players on their toes.</description>
		<content:encoded><![CDATA[<p>Hey Jerome,<br />
Your comment reminded me of another thing that I&#8217;ve done. I create a small number (3-4) of encounters that are a single entity &#8212; perhaps its a group of interconnected rooms, or something of the sort. Then, each area has a smaller encounter. However, when any one of them starts, the other creatures start moving in that direction. Unless the party specifically does something to prevent it: use silence, cut off entries with a wall, etc.</p>
<p>Then, these encounters happen either in quick succession, the end of the first overlaps the start of the second, or the 3rd and 4th start at the same time. You can vary creatures or use the same ones. And, it makes sense that things within a close range would react to noise in adjacent areas, especially for smart creatures or trained humanoids. It also helped with pacing, too much time between encounters let the party re-buff to maximum, while a succession of encounters forces them to be more mindful of their resources. I used this technique when the characters got to higher level. This would probably be too deadly for low-level characters.</p>
<p>And, as you said, you can scale these depending on the number of players. Perhaps only two of the encounters happen, or they&#8217;re separated by a round of to recooperate, etc. You just have to be careful not to make any single encounter too difficult if they&#8217;re being run as a group. And, you can&#8217;t use this strategy all of time. You need to keep the players on their toes.</p>
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		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1370</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Wed, 18 Jan 2006 19:26:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1370</guid>
		<description>Forgot one of my best tips on large groups, then Pedro&#039;s post reminded me:  When designing encounters for D&amp;D (3E and later), design two encounters that work well together, rather than one big encounter.

Why?  First, it&#039;s just plain easier.  You probably have some disparity in character level with a big group, and varying numbers of PCs per session.  Take your four highest-level characters, design a normal encounter for them.  Easy.  Now take the remainder, and design an encounter for their average level.  Usually pretty easy, as you can afford some mistakes here.  (This is a weaker encounter than the first one, by definition.)

Second, you&#039;ll force yourself to avoid a lot of the inherent problems when designing D&amp;D encounters for large groups.  You&#039;ll have at least 2 creatures, but neither one will be an absolute killer.  OTOH, you didn&#039;t simply keep piling creatures on, making the battle that much more unwieldy.  For best results, make the second encounter different creatures than the first.

Finally, it&#039;s easy to handle the situation if some players do not show up or the party gets clever with tactics.  Two guys don&#039;t show at the last minute?  Simple, drop the second encounter in most battles.  (Maybe keep it in a few of the weaker ones, if you still have more than 4 players.)  Party tricks the monsters into a &quot;split&quot;?  You already know what the split might be.</description>
		<content:encoded><![CDATA[<p>Forgot one of my best tips on large groups, then Pedro&#8217;s post reminded me:  When designing encounters for D&amp;D (3E and later), design two encounters that work well together, rather than one big encounter.</p>
<p>Why?  First, it&#8217;s just plain easier.  You probably have some disparity in character level with a big group, and varying numbers of PCs per session.  Take your four highest-level characters, design a normal encounter for them.  Easy.  Now take the remainder, and design an encounter for their average level.  Usually pretty easy, as you can afford some mistakes here.  (This is a weaker encounter than the first one, by definition.)</p>
<p>Second, you&#8217;ll force yourself to avoid a lot of the inherent problems when designing D&amp;D encounters for large groups.  You&#8217;ll have at least 2 creatures, but neither one will be an absolute killer.  OTOH, you didn&#8217;t simply keep piling creatures on, making the battle that much more unwieldy.  For best results, make the second encounter different creatures than the first.</p>
<p>Finally, it&#8217;s easy to handle the situation if some players do not show up or the party gets clever with tactics.  Two guys don&#8217;t show at the last minute?  Simple, drop the second encounter in most battles.  (Maybe keep it in a few of the weaker ones, if you still have more than 4 players.)  Party tricks the monsters into a &#8220;split&#8221;?  You already know what the split might be.</p>
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		<title>By: Pedro</title>
		<link>http://www.treasuretables.org/2006/01/6-tips-for-gming-a-large-group/comment-page-1#comment-1369</link>
		<dc:creator>Pedro</dc:creator>
		<pubDate>Wed, 18 Jan 2006 18:50:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=195#comment-1369</guid>
		<description>Hey Martin,
Another great article for GMs. I run our regular group with 8 people and have run into a lot of these things. I&#039;ve used most of the tips that you descibed. Here&#039;s a &lt;a href=&quot;http://spaces.msn.com/members/VacuousGrimoire/Blog/cns!1pwm8Gsl4-g9lqIHEmPw25Nw!322.entry&quot; rel=&quot;nofollow&quot;&gt;link&lt;/a&gt; to a post I wrote expanding upon some of the things I do for each tip.</description>
		<content:encoded><![CDATA[<p>Hey Martin,<br />
Another great article for GMs. I run our regular group with 8 people and have run into a lot of these things. I&#8217;ve used most of the tips that you descibed. Here&#8217;s a <a href="http://spaces.msn.com/members/VacuousGrimoire/Blog/cns!1pwm8Gsl4-g9lqIHEmPw25Nw!322.entry" rel="nofollow">link</a> to a post I wrote expanding upon some of the things I do for each tip.</p>
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