I'm a player gone dungeon master and it's been fun up until recently. I've been writing a campaign that was originally for 4 people. There are now 7 people in this campaign because I 1. can't say no and 2. keep inviting people to join. What should I say next time someone wants to join?
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Lawful Evil Dungeon Master trying to keep 7 players in line.
If you feel uncomfortable saying no to others, you can first try practicing it in the mirror with yourself. I know it sounds silly, but it's helped a close friend of mine to get out of the habit of over-extending herself.
Seven isn’t necessarily a bad number. Most weeks, 1-2 people won’t be able to make it (in most groups, for those of us gamers of a certain age when life starts getting in the way) and then you can still have a full group. If everyone shows, it turns into a party for a week.
7 is a f'in nightmare. My group was bumped up to seven via ninja invites from other players. It's hard to manage. The rounds take too long and people start to get bored. More people = more conflict.
Im right there with you. Started with 3 players and tomorrow there will be seven. Three new players tomorrow where in had to write them into the campaign story.
Hard to manage but it can be done. I tend to go over each battle in my head and try to think of how it flows. I'll do it multiple times to get a feel of things. Plus knowing what enemies are going to do ahead of time speeds things up.
At the end of the day. Table is full. Had to turn down a player already. It sucks because it's hard to find a DM and there are a lot of people that want to play.
I prefer 4-5 players in my groups. Im fine with as little as 2 or 3 as well, even 6 im ok with. Once you hit 6 you can really feel it. I have run a few games many years back with as many as 10. The game was slow as hell and a pain in the backside to keep track of. I do only run games online over discord now because it can be a real pain in the ass to get a group rolling and then keeping it together for more then a few months is hard also. People have life obligations that often times cause issues with game times. I do understand that though. Online and all the forums full of people wanting to play makes it very easy to pick up a dropped player replacement. So I have no more worry of people wanting to jump in the game or if the game is actually hosted by someone else where im just the DM and they bring in more to the table. Just causes headache.
I will say though. I prefer a sit down face to face game over anything else. But if the table is full then its full. Dont make the game feel like a job and if your not the host talk to them about it so they can understand the issues that come with an overloaded game.
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I'm a player gone dungeon master and it's been fun up until recently. I've been writing a campaign that was originally for 4 people. There are now 7 people in this campaign because I 1. can't say no and 2. keep inviting people to join. What should I say next time someone wants to join?
Lawful Evil Dungeon Master trying to keep 7 players in line.
Table is full.
If you feel up to it. Split them into two groups and run dual games
Thank you! I haven't thought about splitting it up and it would work because some are closer friends than others.
Lawful Evil Dungeon Master trying to keep 7 players in line.
If you feel uncomfortable saying no to others, you can first try practicing it in the mirror with yourself. I know it sounds silly, but it's helped a close friend of mine to get out of the habit of over-extending herself.
Seven isn’t necessarily a bad number. Most weeks, 1-2 people won’t be able to make it (in most groups, for those of us gamers of a certain age when life starts getting in the way) and then you can still have a full group. If everyone shows, it turns into a party for a week.
7 is a f'in nightmare. My group was bumped up to seven via ninja invites from other players.
It's hard to manage. The rounds take too long and people start to get bored. More people = more conflict.
Just be honest; you're a first time DM and bigger groups are harder to run, and 7 is a pretty big group already
Im right there with you. Started with 3 players and tomorrow there will be seven. Three new players tomorrow where in had to write them into the campaign story.
Hard to manage but it can be done. I tend to go over each battle in my head and try to think of how it flows. I'll do it multiple times to get a feel of things. Plus knowing what enemies are going to do ahead of time speeds things up.
At the end of the day. Table is full. Had to turn down a player already. It sucks because it's hard to find a DM and there are a lot of people that want to play.
I prefer 4-5 players in my groups. Im fine with as little as 2 or 3 as well, even 6 im ok with. Once you hit 6 you can really feel it. I have run a few games many years back with as many as 10. The game was slow as hell and a pain in the backside to keep track of. I do only run games online over discord now because it can be a real pain in the ass to get a group rolling and then keeping it together for more then a few months is hard also. People have life obligations that often times cause issues with game times. I do understand that though. Online and all the forums full of people wanting to play makes it very easy to pick up a dropped player replacement. So I have no more worry of people wanting to jump in the game or if the game is actually hosted by someone else where im just the DM and they bring in more to the table. Just causes headache.
I will say though. I prefer a sit down face to face game over anything else. But if the table is full then its full. Dont make the game feel like a job and if your not the host talk to them about it so they can understand the issues that come with an overloaded game.