OSR Commentary - Perils of the Young Kingdoms By Fred Behrendt, Geoff
Gillan, Nick Hagger, Mark Morrison, Mike Syzmanski & Richard Watts For the
Stormbringer Rpg
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"A thousand years ago a great war between the Dharzi and Melnibonean
eliminated the ancient race of sorcerers from the Young Kingdoms, and
established the...
1 hour ago
Declaration cards: everyone gets a stack of six or so cards with various action categories on them: "melee attack" "retreat" "cast spell" &c. Reveal all at once before initiative is rolled.
ReplyDeleteMakes combat fly by. Which is critical when you have 16 PCs and their henchmen.
Assuming and maintaining genuine control is the way to go. Keep the action moving,keep the campaign/adventure environemnt reacting to the actions of the players... don't try to restrict. The more players you have the more points of contact the players at the table have with adventure/campaign. The "me me" show reduces as players develop and improve their relationship to the adventure/campaign.
ReplyDeleteSometimes I think Matt Finch's greatest skill is "DMing from Chair".
ReplyDeleteStephen Chenault ran a number of games at GaryCon last March with 15+. Tactical positioning seems to be the common factor. Stephen used a U-shaped table setup and GM'd from the middle; running back and forth like my hyperactive blue heeler pup.
ReplyDeleteIt was the first table that big I'd played at that didn't use a caller.