How to run Large RPG Groups
I like my players.
I do. Honest. Probably because we’re all related.
But as much as I may love my family/players, they can sometimes be a sharp knife to the ol’ buttcramp. Reading that back, the prior sentence doesn’t seem to make a whole lot of sense but the caffeine has kicked in and I’m on a roll. Also, you get my meaning (not to mention a painfully awkward visual. You’re welcome).
My standard group is five people, six on the off-chance my cousin can free up his schedule and join us. Now five players is a good size for a group. Some might say it’s a touch large, with four players being the standard. Five players is just large enough for things to get a big bogged down during encounters, and when you want to get things moving it can drag sessions to a grinding halt.
But what to do? How does one handle larger number of players at the table? I know many Dungeon Masters who would kill for that kind of problem, but when you have something planning at the end of the dungeon and it takes several sessions to get there, momentum gets crushed into the dust.
Luckily, Professor DungeonMaster from Dungeon Craft created a video covering this very subject. In said video, he discusses tips on how to run groups of five or more players effectively.
Hells to the Yes, says I. And a polished red apple for the Professor!
(Editor’s Note: See, back in the day, students would show their appreciation for their teachers by presenting them with a piece of fruit, specifically an apple.)
By the Gods, I’m old. Look, just watch the video and give the Professor a Like, a Thumbs Up, or whatever Youtube has to show appreciation.