Are there any published campaigns for 6 or 7 PCs or most camps are just implemented to work with more than 5 players? (Adding or buffing monsters/encounters)
I have several players that want to join, but I'm not sure if it would make more sense to have separate campaigns and split the groups up or do one large party.
If you have the time and desire to run two games, I'd recommend that, simply because large groups bog down. I've found adding a 5th or 6th player to dramatically increase the time to takes to do anything, from resolving a combat to visiting a new town.
To your question: Modules are, to the best of my knowledge, presented in an "up to 4" manner. The reason for this is the idea that the average group is 5 people, DM included.
Some thoughts: Scaling up to a 5-6 person group is generally not too terribly difficult, the addition of another monster per extra player should give you an idea of how they will handle things. I've found that groups that work well together can even handle up to double the size of the given encounter size.
Mael's point about making different aspects of the game take longer is valid, however it can be mitigated. Announcing the active player and the next player up can speed up the process, giving time to the next player to think of their actions. Keeping table talk and distractions from the table will also keep things running smoothly. I also like to make sure that I'm trying to engage each person in a specific order. This will create a subtle prompt to the table that something important is happening. There is a significant challenge to a 5+ player table, but it you're up for the challenge, it can be rather fun to toss out those over the top situations you'd normally avoid.
Are there any published campaigns for 6 or 7 PCs or most camps are just implemented to work with more than 5 players? (Adding or buffing monsters/encounters)
I have several players that want to join, but I'm not sure if it would make more sense to have separate campaigns and split the groups up or do one large party.
If you have the time and desire to run two games, I'd recommend that, simply because large groups bog down. I've found adding a 5th or 6th player to dramatically increase the time to takes to do anything, from resolving a combat to visiting a new town.
To your question:
Modules are, to the best of my knowledge, presented in an "up to 4" manner. The reason for this is the idea that the average group is 5 people, DM included.
Some thoughts:
Scaling up to a 5-6 person group is generally not too terribly difficult, the addition of another monster per extra player should give you an idea of how they will handle things. I've found that groups that work well together can even handle up to double the size of the given encounter size.
Mael's point about making different aspects of the game take longer is valid, however it can be mitigated. Announcing the active player and the next player up can speed up the process, giving time to the next player to think of their actions. Keeping table talk and distractions from the table will also keep things running smoothly. I also like to make sure that I'm trying to engage each person in a specific order. This will create a subtle prompt to the table that something important is happening. There is a significant challenge to a 5+ player table, but it you're up for the challenge, it can be rather fun to toss out those over the top situations you'd normally avoid.