I have the same problem. Party of 6 players is one too much. 5 is the optimum i think. I have taken choice 2, and it works really fine. Encounters are getting beefier everytime, still not there....
If this is your first time DM'ing, then cut it down to 4 players. Just politely tell the last 4 to join that you're not able to accommodate them this time.
Yeah, online play definitely makes it harder for everyone to have their say. There's stuff like server delays, maybe someone's mic doesn't pick up... all these little problems that aren't there in real life. I love doing stuff with huge groups, but it's a lot of extra work. I don't know what kind of time you have for running games, but if you could split them into two separate groups and run separate games for each group I feel like that would be ideal... but of the three options you selected, I feel like taking the first option of just limiting it to the first 4 is the most practical, but I would hate to do that to my friends and I would go for the second option of just scaling everything up
8 players is just not a good experience. People will definitely tune out waiting for their turn in combat. And that means you have to get their attention when it's their turn, and combat takes even longer.
But maybe it's a good idea to play a few sessions, and see who drops out voluntarily. If you kick players now, there's a chance other players won't attend consistently and some days you have 2 players. See who attends consistently, who does role play, and who has their action ready to go when it's their turn. Keep the most reliable players.
8 players playing a wide range of characters. Game will be held online via roll20 and discord
I have an 8 player online game, runs really well been going 6 months now no issues my advice just go with it, just make sure you are prepared warning people in combat who is next and give everyone a chance to have 1 moment in the game, I have no problems running the game, the large party size means I can be a bit harsher with combat situations and they can take it. The only thing is if people are missing make sure you know who will be jaeguring, we get the players to clone the character sheet and unassigned it so they can remove any secrets
I figure I got 3 choices:
1) kick people out going by who joined most recently
2) upscale everything to compensate for the extra full party
3) keep things as is, but throttle the rewards because they have to split it between so many people
anyone got advice on this?
Firstly, how many people do you have?
how big is your party?
I have the same problem. Party of 6 players is one too much. 5 is the optimum i think. I have taken choice 2, and it works really fine. Encounters are getting beefier everytime, still not there....
8 players playing a wide range of characters. Game will be held online via roll20 and discord
If this is your first time DM'ing, then cut it down to 4 players. Just politely tell the last 4 to join that you're not able to accommodate them this time.
Yeah, 8 players would be a bit chaotic to manage in an online game. Even as someone with tons of experience, I can just about manage 7 at a squeeze...
If it's a weekly game, it might be worth asking the players if they'd be happy with splitting into two smaller fortnightly groups.
Yeah, online play definitely makes it harder for everyone to have their say. There's stuff like server delays, maybe someone's mic doesn't pick up... all these little problems that aren't there in real life. I love doing stuff with huge groups, but it's a lot of extra work. I don't know what kind of time you have for running games, but if you could split them into two separate groups and run separate games for each group I feel like that would be ideal... but of the three options you selected, I feel like taking the first option of just limiting it to the first 4 is the most practical, but I would hate to do that to my friends and I would go for the second option of just scaling everything up
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Yeah that many people, I'd just have a frank and honest discussion with the group. That's a lot to ask of a first time DM, especially playing online.
Well, to be fair we don't know if they're a first time DM or if they're an experienced DM who got in a little over their head.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
True, guess I made an assumption.
First time, plus running a homebrew setting (not dumb enough to try and run homebrew rules though)
8 players is just not a good experience. People will definitely tune out waiting for their turn in combat. And that means you have to get their attention when it's their turn, and combat takes even longer.
But maybe it's a good idea to play a few sessions, and see who drops out voluntarily. If you kick players now, there's a chance other players won't attend consistently and some days you have 2 players. See who attends consistently, who does role play, and who has their action ready to go when it's their turn. Keep the most reliable players.
I have an 8 player online game, runs really well been going 6 months now no issues my advice just go with it, just make sure you are prepared warning people in combat who is next and give everyone a chance to have 1 moment in the game, I have no problems running the game, the large party size means I can be a bit harsher with combat situations and they can take it. The only thing is if people are missing make sure you know who will be jaeguring, we get the players to clone the character sheet and unassigned it so they can remove any secrets