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I have a table of six players already, and have more people interested in joining my game. I wanted to consult people who had experience with running large tables to see if running for larger groups is mostly the same or whether it gets complicated or has special concerns.

Specifically in this question, I want to talk about overall game speed and how to keep up a reasonable tempo when there's a lot of people taking turns.

What strategies can you implement to speed up your game when dealing with large numbers of players?

It would seem that there are a probably other possible side effects of running larger groups - greater weight-of-rules complexity in a given encounter, problems balancing encounters, player disengagement, larger weight of disruption and interruptions, engagement issues between more and less outgoing members, scheduling difficulties, the game just slowing down, and maybe more. Those are left for other questions to explore except inasmuch as they are directly relevant here.

Related:
How do I run a game for a larger group? (But focuses on engagement)

doppelgreener
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apacay
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    I'm voting to close this as Too Broad as it species no system or even style of gameplay, which seems to be a minimum bar to determining how gameplay and pace should be handled. – doppelgreener Jun 07 '17 at 16:19

6 Answers6

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On the chance that this doesn't get merged into a different question, I'll go ahead and answer.

Specifically you're asking about ways to speed up play. My group has in the past implemented a couple of rules:

  1. 30 Second Decision time in combat - As in, know approximately what you want to do before your turn comes around, because once it does you have 30 seconds to state your action. If you need more time, delay. This is best with all experienced players, since the newer ones might need more time to get in the swing of things.
  2. No lone wolfing - Unless you have a legitimate (and group approved) reason to go off by yourself (such as a stealth character heading ahead to scout things out), you don't get anything accomplished until your character returns. Period. If you want to go wander out in the woods alone, and the GM has no story reason for you to do so, you go off by yourself and return some time later having gained nothing. This is only meant to punish those who tend to go off alone all the time and for no good reason.
  3. Rules Arbitration - We try to keep arbitrating the rules to a minimum during game time. If you think a game mechanic or rule is being done incorrectly, and you cannot cite specific examples rapidly (under a minute or two), we won't discuss the rule until after the game. Now of course we make exceptions for really serious things (like a character death will occur if the rule is incorrect) and using a bit of common sense.

Other offhand tips include: Sitting around a table helps keep the game focused I've found, if you have snacks make sure that they are at hand so you don't have to leave to get up, and other things that would cause disruption.

Cthos
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I blogged about this fairly recently. http://gm.sagotsky.com/?p=225#more-225 Here's a summary of what my post suggests:

  • Time limits per turn, the most obvious move. Get a timer, and if a player doesn't announce an action within a given time frame, the action is not performed.
  • Give out a bonus for players who take action immediately instead of dawdling. Let those who declare and roll right when their turn begins a +1 bonus to their roll, balanced out by flawed decisions taken in such a hurry.
  • People tend to get distracted while waiting for their move, especially when you still have the problem of rounds taking too long. During initiative, call out whose turn is taking place right now and whose turn is next, so the next player takes his/her time to think and prepare before his/her turn.
  • Tell players to gather expected dice before their turn begins and roll them at once whenever possible. This might mean that you will have to buy some more differently coloured dice.
  • Ask your players to sit in their turn order, then passing the turn clock-wise (or counter-clockwise, your choice). It will make it far more visible whose turn is next.
  • Roll enemy initiative and other checks in advance, when you just prepare for the game and print character sheets.
  • Appoint a rules lawyer, someone who is not the GM and knows the rules well enough to consult other players. Not only is GM time saved, but your rules lawyler also gets too occupied too distract the GM himself -- you kill two hares with one shot!
valadil
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    Oh, giving a bonus to fast-acting players could be a powerful motivator in the right group. – SevenSidedDie Apr 29 '11 at 20:19
  • could you explain further "Sort players by turn order."? – apacay Apr 30 '11 at 02:51
  • @apacy, it's explained in the link at the top of the post. Basically when you roll initiative you make the players get up and reseat themselves in the order they rolled. I helps show them whose turn it is and lets them take turns without your prompting. – valadil Apr 30 '11 at 04:40
  • @SevenSidedDie Would it be OK if I get more info from the original post to that answer? Currently it feels kinda incomplete, like a link-answer. (Yes, I know that it's been almost 6 years since it was written) – R.I.P.30.12.21Baskakov_Dmitriy Mar 09 '17 at 18:37
  • @Baskakov_Dmitriy The current version is brief but does give an adequate “what to do” answer that doesn't require reading the original to understand or use. What additions were you thinking of? – SevenSidedDie Mar 09 '17 at 18:40
  • @SevenSidedDie As my edits need to be peer reviewed anyway, I decided to edit and see what happens, as that seemed easier than to explain. The link may possibly get shut down, and not everything was obvious from the original post without reading the post provided by the link. What is sorting players by turn order (though clarified in comments, still not OK), what is "announcing current and next turn", how exactly to appoint the rules lawyer and that there is more than one benefit in this move. – R.I.P.30.12.21Baskakov_Dmitriy Mar 10 '17 at 13:26
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I had 7 players in my last game, so I feel your pain. Here are some things I did.

  1. Let everyone know that things will take a while with so many players. Game actions like combat in D&D can take an age with so many at the table, and it'll take some time for you to "move" all the monsters since you'll need a small horde sometimes to make the fight challenging. If someone can't be patient, perhaps that player needs to find a different table.

  2. For D&D 3.5 combat, I printed 3x5 index cards for PCs and monsters listing all stats and powers, then stack the cards in initiative order. I also had a sheet with HP and defenses sketched out so I could see the full stats of the active being and just the defenses of anyone they wanted to attack. Questions about "who's next" disappeared and we saved some time.

I'll have a couple more ideas on this tomorrow when I have some sleep in me and my brain can string words together again.

T.W.Wombat
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  • Is great. If I might add that if you have a PC who likes to summon things, making them write up the stats of their most common summons before play time is an excellent idea.
  • – Cthos Apr 29 '11 at 04:04