So I played with five players and now finally seeing how GMs can totally not do anything since there were questions and those questions lead to other questions which led to people coming up with stuff and it obviously making me go yeah lets include that. But I know understand why other roleplaying games have turns especially for things like combat its really difficult to keep your head on 5 people and get it all fair for everyone.
So I played with five players and now finally seeing how GMs can totally not do anything since there were questions…
So I played with five players and now finally seeing how GMs can totally not do anything since there were questions…
I’ve had 6 before now, and I didn’t find it too tricky. But, I suppose it’s a personal thing :L
As much as I love it when I can just sit back and have the players do all the work, I don’t like to run any AW-family game with more than 4 players. I don’t feel like I give each player enough spotlight time with more than that.
I do feel like there were some missed opportunities from the players… All players enjoyed it, but there was much less character development for some than for others…
Well i found it difficult because there would be people doing there own combat things and it would always lead to something else so found it difficult to go to another person because it felt immediate. Also I guess strong personalities can take over somewhat
I’ve done a whopping ten in a play by post. My ruleset has in its GM section, advice on The GM as DJ. What you’ve got going on is 5 (or more) live tracks that you have to balance into a danceable tune. What do you do ?
Michael Llaneza Play to find out?
I love to see players run with the story and develop the plot. Then I get to come in and get creative with hard moves and essentially become the earthquake under their groundwork.
At first playing without turns is tricky but you’ll get in the swing of things in no time. Last night I was playing D&D Next with some friends and I was really bored and zoning out whenever it wasn’t my turn, and when it was I was out of spells so I was just a Ray of Frost bot.
In Dungeon World I could have kept using my spells at will, and I would have been forced to pay attention to the entire encounter so I can find opening in which to jump in and help out.
A lot falls on you as GM to make sure everyone is getting their time in the spotlight and no one is monopolizing the awesome; however you do need to talk to your players and make sure they police themselvesa little too.
I run a weekly session with nine players. I find DW works fine and in some ways works better then turns. Is it my perfect number? No far from it but it is the group we have now and so we make it work. I find the free flow allows me and my players to get everyone in. Especially since action leads to the possiblity of experience they all keep involved so they can get themselves in the action. It does take a balancing act on both the GMs and players parts but it works and this is a cooperative hobby so I feel it works for our group well.
Yeah it was definitely a gear shift going from two to three people where I can easily have everyone do something equally to 5 players where it was sometimes difficult to remember to go to someone so i had some characters be i na state of limbo before i remembered oh crap yeah they were supposed to do something. But its definitly something I do want to learn and its something I need as a GM to get down on because you definitely need a clear move list in your head because things can go a bit crazy.