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As a GM I have run several different RPGs some times with groups as large as eight people the thing that has worked the best for me is to delegate to my "assistant GM" those tasks that are cut and dry mechanics issues. For example when the party enters combat organizing initiative helping keep track of modifiers to attacks or situational and temporary ...


-1

I recommend changing systems to a system with lighter rules. It sounds like most of the players are interested in some kind of objective-based tactical interaction rather than a framework for free-form narrative. Given that, the game I'd most recommend to such a large group is Amber Diceless. The game works best, in my experience, with 6-9 players. It is ...


4

One thing I would suggest is to let your assistants contribute to the other groups' adventures. That way their contributions don't remove the mystery and suspense from their own game. That said, maybe delegate building out the lead-in encounters... the non-plot or plot-tangent encounters that exist due to the setting. You supply the rough outlines of the ...



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