| Subject: About last night |
Author:
X-Ray
|
[
Next Thread |
Previous Thread |
Next Message |
Previous Message
]
Date Posted: 00:39:13 08/14/02 Wed
In reply to:
Lee
's message, "Some things" on 19:34:39 08/13/02 Tue
>I think I figured out why you couldn't level up, so
>that shouldn't be a problem next time. I had the
>server set for level one characters only.
I could not level up because no one loves me.
>For a game like this, is 8 or 10 players too many for
>a single party? If I were to run another campaign
>like this would limiting it to a 6-player party be a
>good idea? It just seemed like folks were getting a
>little lost in the crowd.
Ten may get a bit much, but I do not mind it. I think as more players get a better feel for their characters, the interaction within the group will likely improve. Really, we know little about each other and their abilities and weaknesses. However, I know larger groups are by nature more difficult to master and game with.
A solution I would offer, but would be more work for you, is write the adventures with a degree of a double-objective and have the players split up as needed. For instance, Team A must lure a defending force away from a cave; then hold the entrance against counter attacks while Team B must move inside and take out the leader therein.
It makes for the parties a bit more manageable, but would likely require a co-GM or such to help pull it off effectively. Personally, I would hate to rush home to make the game only to log in and find: Faalor, players 6/6.
>I'll probably restructure the module a bit, but start
>from the Capt's villa.
The area seemed fine to me, but whatever is fine. I would not have minded a little bit of time to interact post-adventure some. A bar would be nice, with brawling rules, of course.
;)
[
Next Thread |
Previous Thread |
Next Message |
Previous Message
]
| |