I'm currently running a D&D 4E game with anywhere between 14-18 players depending on the time of year. While I think we do a fairly good job of keeping the story moving, keeping combat from dominating our time and actually having a decent storyline, I'm really curious if there have been any systems specifically designed for large numbers of players or systems designed for smaller groups that provide advice for GMs of larger groups.
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The simpler the system, the easier it handles larger numbers of players. Warhammer FRP 1E, Moldvay/Cook or Mentzer D&D (or their pseudoclones and retroclones), Barbarians of Lemuria... all are simple, straightforward, and pretty fast playing, so larger groups don't slow things down. The only ones I've seen specifically designed for 10+ players have also been designed as LARP rules. On the other hand, LARP rules work just fine for table top in most cases. WWG's Mind's Eye Theater, WEG's Star Wars Live Action Roleplaying, BTRC's Epiphany, and the L5R LARP all work just fine for tabletop as well as LARP. Systems I've run for 10+ players include Mentzer and Allston D&D editions, Warhammer FRP 1E, Prime Directive 1E (not so good, combat is slow), L5R 2E, and AD&D2E. I've played in a CP2013 game where I was player 9... |
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Split the Group For a very large D&D group, consider splitting the group into two, three, even four smaller groups that play on different nights. The two groups exist in the same world, maybe even the same locale. They hear about each other's exploits and maybe even interact. You can set up a web forum or email list for them to share stories "at the tavern." You can also split the group and play on the same night, if you have two or more DMs. Break into separate tables. |
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Although I wouldn't really call any D&D version as designed for large numbers of people, I have seen a lot about older editions (ante-2e) working pretty well with larger groups, reportedly because combat is so much faster. I know that the old discussion about have a party caller came out of the tendency for larger groups. |
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Have you considered converting your game to some kind of live-action roleplaying (LARP) game? LARP play reduces the reliance on GMing and increases the reliance on self-adjudicated player interaction. Thus, it's not uncommon to see LARPs that entertain dozens of players at a time. Certainly, LARP is a different kind of experience than tabletop roleplaying, but it definitely can handle a large number of players. While dungeon-oriented, combat-oriented games like D&D don't convert well (even boffer LARPs tend to aim towards "wilderness" encounters so you can play outside; few people have access to a real-life "dungeon"), politically-oriented games convert quite well.
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Advice for playing D&D with way too many players My other answers avoid this basic part of your question. This answer goes right to the core, assuming you're still gonna play D&D 4E and you're still gonna have one DM and one giant group of players at one table. Here's what I'd do in this situation:
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Although there is no indication that it was designed for that purpose, Cyberpunk 2020 from R.Talsorian Games, with its system (Interlock) and combat rules (Friday night Firefight) scales really well to large numbers of players. Combat rarely lasts more than three turns (it's deadly), and quick & dirty decisions fit well with the spirit of the setting. |
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You know, old school D&D was often played with large groups like this. I mean White Book OD&D or Basic D&D. You'll want to take all the rules pretty seriously. The Caller rules really are designed to deal with the large party size. That is, the players kibitz amongst themselves but do not really talk to the DM. The Caller represents the group to the DM. The DM might address individual players for dice rolling and stuff. Also look at LARPS. These are often designed for large groups of players. They're not the same without the primary control of the GM, but you might glean some useful ideas from them. I've had one or two successful games of The Shab-al-Hiri Roach with ten players, but the rules don't really address how to make such games successful. Rather, the scene structure and the way players can drag other players in to play NPCs happen to be useful techniques for entertaining players who aren't in the spotlight. |
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Silhouette-based games (Heavy Gear, Gear Krieg, etc. see DP9 site) have tactical combat (i.e. not-too-abstract) and manage to be still extremely fast - I have no experience with such a large group, but I have always been impressed by how quickly combat goes in Silhouette, so I'd definitely try that if I had to referee for such a large group. |
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