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2018-08-16, 11:09 AM (ISO 8601)
- Join Date
- Oct 2014
Too many people interested in my D&D group
Hey guys,
I'm in a bit of a canundrum. I've been a DM for quite a few years. I had played and DM-ed in quite a few groups and it turns out, I have (with a few exceptions) left quite an impression on people. About two weeks ago, I have casually mentioned to a few friends, I am thinking of finally starting a new campaign and two weeks later, I have 17! people applying, calling and even begging to take them into my group.
Now, most of these people are ok. I'd say two of them are Top tier in terms of overall qualities, but at least another dozen are of a kind I'd like to have on my group. There is actually only one guy I don't like.
So. What do I do? I have aditional problem of selecting "the best" group and fearing it will not turn out as cool as I thought.
What should I do?
Thanks
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2018-08-16, 11:23 AM (ISO 8601)
- Join Date
- Jul 2017
Re: Too many people interested in my D&D group
Can everyone make it regulary to every session? If so you should just pick the ones you like best or run multiple groups.
If not you are lucky. Just establish a limit for every session and a queue system, and let people join the game whenever they can. Just make sure to structure the game so that only characters of the present players participate in the activity of the session, and you can support many players.
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2018-08-16, 12:59 PM (ISO 8601)
- Join Date
- Jul 2018
- Location
- IRL
- Gender
Re: Too many people interested in my D&D group
A queuing system could work. Have you considered a West Marches style game? It's a bit different but if there's that many people eager to join your group it sounds like the kind of thing you could handle.
It's significantly more work, obviously, but you could have different groups rotating in and out. Especially if not everyone could make it every session, you might just switch out two groups every other week (maybe three - but obviously the more groups you add the more work this is for you). The people who have really irregular schedules could pop in as guests to any group when they've got a free evening. You could even have all of the groups operating in the same world - think of the possibilities for cross-overs! You could orchestrate it so that one group has the option of unknowingly interfering with the other group's schemes. Maybe go as far as Group A kidnapping a member of Group B and then revealing that next session both groups will meet up for an all-out-death-brawl or thoughtful negotiations to reach a mutually beneficial agreement - depending on your play style. Of course if you don't want to introduce ANY PvP elements (very understandable) these encounters could turn into alliances - or they could start off as allied squads in a mercenary guild or cooperating cells in a rebellion - whatever you care for. Giving them the option to exchange info and the like makes it a bit more like a West Marches game.
Do you know if any of the interested players would consider DMing? You could offer to take on a protégé and split the work load. The possibilities for crossovers could still apply there too - depending on how confident your apprentice DM is with pulling something like that off.
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2018-08-16, 01:10 PM (ISO 8601)
- Join Date
- Jul 2017
Re: Too many people interested in my D&D group
You might want to read about opening your gaming table. There's a few links at the bottom which might be interesting too.
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2018-08-17, 01:57 AM (ISO 8601)
- Join Date
- Apr 2009
- Location
- Germany
Re: Too many people interested in my D&D group
With that many people, two or three should become GMs as well. It doesn't even have to be separate campaigns. Each of you could be running separate adventures tha are taking place in the same region. Players could switch around between adventures and the GMs can share short summaries of what happened in their games.
I think looking at the West Marches approach is clearly the way to go. Coordinating some kind of planned story between GMs and also the players would be highly difficult.
Instead, I would establish some basic ground rules for the setting as orientation for the GMs what kind of content fits the campaign and then each of them make their own dungeons, that each can have their own NPCs and small stories.
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2018-08-17, 02:02 AM (ISO 8601)
- Join Date
- Feb 2014
- Location
- Denmark
- Gender
Re: Too many people interested in my D&D group
Be like the Xel'Naga: Take the worst and the lowest of all you can find, and pit them against each other in a pitiless evolutionary race to eventually become RP'ers to conquer the galaxy and rule all.
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2018-08-17, 02:05 AM (ISO 8601)
- Join Date
- Apr 2007
Re: Too many people interested in my D&D group
Well that's great news, you've got enough for a gaming club! I agree that 17 is FAR too many for a single game of any RPG. You'll need to split them into multiple groups, each with its own GM. Among 17 people finding 2-3 GMs should not be impossible. Good luck!
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2018-08-17, 02:07 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Norway
- Gender
Re: Too many people interested in my D&D group
I would definitely not bring on board the guy you don't like.
For the rest, I'd maybe offer to run two-four games with different teams on rotation, where they are playing as parties in the same game.
Do game 0 as the one game where they all show up to, roll their characters and then have them introduce their characters and agree to how they want to split up their party construction and then let them know how the games are run and that they will have to let you know in advance if they will be busy on the weekends you play or they get cut from the game.
You'll have to be kinda strict until you have a managable group, but also be cordial with unforseen consequences.
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2018-08-17, 02:50 AM (ISO 8601)
- Join Date
- Sep 2016
Re: Too many people interested in my D&D group
Pick 4-6 of the best candidates and tell the rest better luck next time. They are your first pick for replacements when half to all of your current group drops out.
It's hard at first, but do it enough times and your heart will shrivel and harden to a stone-like strength.Last edited by Rynjin; 2018-08-17 at 02:50 AM.
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2018-08-17, 03:16 AM (ISO 8601)
- Join Date
- Feb 2018
Re: Too many people interested in my D&D group
Once you've already determined the sensible method for dealing with this, but before you tell them, you should gather the 17 together:
Turn-around in a high-backed chair, a drink in hand. Totally stone-faced:
"You may be wondering why I've gathered you all here today. Some said I was crazy when I suggested a single 17-member adventuring party; that it was totally unwieldy and insane. I aim to prove them wrong. Ladies and gentlemen, let's play some D&D."
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2018-08-17, 03:53 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Denmark
Re: Too many people interested in my D&D group
Dont try to please 17 people.
A queue system would only serve as a reminder to those left out that they are not allowed to play this time.
Pick a group, and suggest to the rest that they create separate groups. I would not try to tie these campaigns together, as again, this would only be a reminder that they were not chosen.
Better to make a clean cut on these things.
Keep it simple. Make one group and play with them.
Prioritize people who can attend the game every time. Personally I always allow anyone currently GMing for me to have a spot if they want it. It might be fun to avoid having exactly the same groups that has played together before, and try a new constellation instead. Choose people who actively add positive things to the game.
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2018-08-17, 07:11 AM (ISO 8601)
- Join Date
- Aug 2018
- Gender
Re: Too many people interested in my D&D group
I'm one of the interested people :P
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2018-08-17, 10:28 AM (ISO 8601)
- Join Date
- Mar 2016
- Location
- Akron, Ohio
Re: Too many people interested in my D&D group
Congratulations! You found the secret DM plotting area! Now that you have announced yourself, it is even more likely for this conversation to become super awkward.
With that said, I recommend a West Marches style game, as GaelofDarkness mentioned. That way everyone can shuffle around, you only have to run one world, and as long as you make sure any given outing can be handled in one session by a group of focused players, it works wonderfully.
Or you just eat all party members you dislike with direwolves until they don't show up anymore. Worked for me.
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2018-08-17, 12:43 PM (ISO 8601)
- Join Date
- Apr 2018
- Location
- Netherlands
- Gender
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2018-08-17, 03:03 PM (ISO 8601)
- Join Date
- Jul 2016
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2018-08-17, 11:36 PM (ISO 8601)
- Join Date
- Aug 2014
- Gender
Re: Too many people interested in my D&D group
The first D&D campaigns were like this; I'm told the OD&D books say a ratio of 1:20 referees:players was typical. The trick is that at any given session, most of the group won't show.
"West Marches style" is one way to manage it, but I don't think I've seen the links posted to explain what he did. You might also be interested in what he says about his New Century City game.
You can do something similar with a sufficiently large dungeon. Castle Greyhawk filled that role for Gygax's game.
Basically: since you won't have the same players at every session, you can throw out the idea of a consistent plot. Instead have a consistent setting; the plot will reveal itself as the setting evolves and PCs will be a part of that but no PC is guaranteed a role. Which also means you can prep much more static situations (static, that is, until a PC shows up). (E: You can also throw out any idea of having managed and designed adventuring days, since the party size, composition, and cleverness will vary. Instead, just foreshadow how risky a given area is and let them manage their own adventuring day lengths)
You also don't have to do half as much player wrangling. If you want to schedule a session and someone can't make, great, they can't make. Someone else takes that seat and the game goes on. The West Marches guy didn't do any player wrangling, he just told them when he was available and let them schedule games.Last edited by Beneath; 2018-08-18 at 11:16 AM.
Current project: Tomb of the Pale Gate, an ongoing series of flavorful encounters and adventure hooks to be adapted for any fantastic RP system
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2018-08-18, 09:17 AM (ISO 8601)
- Join Date
- Nov 2011
Re: Too many people interested in my D&D group
Are some of the people closer friends to you than others?
how many of the people are good friends with each other? and what clumps from thereby?
I'm going to look at the more practical aspects of selection (setting aside points others have made):
1. identify if there are some subgroups of people who should join together. (i.e. all or none should be in from that subgroup)
2. a lottery system can help select people in a way that doesn't hurt anyone's feeling. (though it doesn't fit as well since there's one guy you don't like and a couple you'd specifically like to include).
3. figure out what kind(s) of campaign you want to run, and see what kinds of campaign the players would like; as well as what kind of players they are. (I forget the various classification systems for player types). With this many players you should be able to select a group for high compatibility.
You could have a short survey for each player about this stuff, then look at the results.A neat custom class for 3.5 system
http://www.giantitp.com/forums/showthread.php?t=94616
A good set of benchmarks for PF/3.5
https://rpgwillikers.wordpress.com/2...y-the-numbers/
An alternate craft point system I made for 3.5
http://www.giantitp.com/forums/showt...t-Point-system
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2018-08-18, 11:25 AM (ISO 8601)
- Join Date
- Jul 2016
Re: Too many people interested in my D&D group
Obviously the solution is a live action jousting competition.
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2018-08-18, 11:29 AM (ISO 8601)
- Join Date
- Oct 2011
Re: Too many people interested in my D&D group
If D&D has taught me anything, it's that 18 is 3 groups of 6. 3 GMs, each with 5 players. Or, heck, 2 GMs, each with 8 players. Talk to the group, figure out who can GM, who can meet when, who is interested in what, etc, and group accordingly.
And, yeah, definitely remember that some players come as a group.
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2018-08-19, 03:12 AM (ISO 8601)
- Join Date
- Mar 2016
- Location
- Akron, Ohio
Re: Too many people interested in my D&D group
And that is how you start a club. Works perfectly well, provided people are willing to take the seat, and doesn't fall back on you if no one outside the group you selected wants to.
If you're in such high demand, offer your advice to aspiring players on how to run it well and give them your blessing. After all, a consistent +1 is pretty okay.
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2018-08-19, 11:06 AM (ISO 8601)
- Join Date
- Aug 2018
- Location
- Utah
- Gender
Re: Too many people interested in my D&D group
Make a list of those you wouldn't mind playing with and roll randomly. Tables always solve all problems.
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2018-08-19, 01:16 PM (ISO 8601)
- Join Date
- Mar 2016
- Location
- Akron, Ohio
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2018-08-19, 01:28 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Sweden
- Gender
Re: Too many people interested in my D&D group
Make them compete for your attention by giving you gifts.
Black text is for sarcasm, also sincerity. You'll just have to read between the lines and infer from context like an animal
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2018-08-19, 01:28 PM (ISO 8601)
- Join Date
- Jul 2016
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2018-08-19, 04:25 PM (ISO 8601)
- Join Date
- Apr 2018
- Location
- Netherlands
- Gender
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2018-08-19, 09:44 PM (ISO 8601)
- Join Date
- May 2018
Re: Too many people interested in my D&D group
Try and start a gaming group with multiple tables. If not you can just pick the people you originally asked to play. I mean there must be some originals who spread the word.
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2018-08-21, 05:02 AM (ISO 8601)
- Join Date
- Oct 2014
Re: Too many people interested in my D&D group
Well, you made me laugh (and gave me sound advice). Thanks guys :)
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2018-08-21, 10:08 AM (ISO 8601)
- Join Date
- Jan 2015
Re: Too many people interested in my D&D group
What will you do then?
Avatar made by Mehangel - "Neigh?"
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2018-08-21, 10:11 AM (ISO 8601)
- Join Date
- Jul 2016
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2018-08-21, 10:42 AM (ISO 8601)
- Join Date
- Aug 2018
- Location
- Warrensburg, MO
- Gender
Re: Too many people interested in my D&D group
It's kind of true, but the older versions of the game were balanced completely differently. You were pretty much expected to die, and a 5th level character was "crazy powerful." Every class had a d6 hp and every weapon did a d6 damage [basic d and d]. No class powers to speak of to keep track of, so your really talking about a much simpler game to run.
We came to wreck everything, and ruin your life.....God sent us.