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Subject: About last night


Author:
X-Ray
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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.
;)

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Hmm maybe we'll try splitting up.Lee10:05:52 08/14/02 Wed


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