fnast
Level 1 Medium
Posts: 24
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Post by fnast on Aug 3, 2010 23:44:04 GMT -6
One of the most fascinating tidbits in Men and Magic to me (and I know this is common knowledge to you all, but please bear with me) is the concept of the 50-player campaign. With the ratio of players to refs kept at a very reasonable 20:1!
If I ever played in a game with over 10 players, I've forgotten it. Five to seven players was more the order of the day.
So, for starters, has anyone here had experience with these kind of really big games?
And to carry on to the idea which intrigues me even more...
Back in the mid-70s, the whole idea of rpgs was spread largely by word of mouth. So it's not hard to imagine that nearly every session was beset by noobs who had never even played an rpg before.
Running a 20-player game would have terrified my teenage self, yet today I'm rather intrigued by the idea. Especially a game with lots of new blood.
I help out a friend of mine who runs a comic/game shop. I've run Magic tourneys with up to 40 players. Now I'm wondering if a similar prize structure couldn't support an old-school D&D event or two...
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Aug 4, 2010 0:03:34 GMT -6
The closest I've come is running a B/X game with about 6 players, each controlling two characters in the Caves of Chaos, and that was sufficient bedlam for me. I can't imagine running a game with 10 players, much less 20.
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Post by waysoftheearth on Aug 4, 2010 1:13:09 GMT -6
I have never run a really big game at the table, but my present play by post game (on these boards) currently has nine PCs and two (formerly PC) NPCs and it seems to be chugging along comfortably.
I suspect this is made far easier by the play by forum format because you don't have people sitting about waiting for some of the poor ref's attention most of the time.
More players are welcome, of course! Perhaps we can hit that "ideal" 20:1 ratio ;D
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fnast
Level 1 Medium
Posts: 24
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Post by fnast on Aug 4, 2010 2:01:51 GMT -6
Thanks for the input, guys. Remember though, we're flashing back to the era of the caller.
Imagine breaking 20 players into four five-man squads, each led by the most seasoned role-players. Suddenly makes things seem more manageable, doesn't it?
The "squad leaders" would also be responsible for helping their charges roll new characters after the inevitable early losses.
I mean, you need some fresh faces (as opposed to a house full of gamer egos) to make it work. But it sounds like a blast to me.
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Post by Finarvyn on Aug 4, 2010 5:55:10 GMT -6
Also keep in mind that early OD&D games were often a lot like playing miniatures. Each character didn't require too much input on the part of the referee because most of the game was moving and fighting. Monsters were pretty straight forward, terrain was often pre-set and there weren't many surprises. Sometimes players battled each other, which would require even less referee interaction.
Modern RPGs get more involved in the social interaction, skill checks, and the like, and require more GM oversight along the way. As such, too many players gets to be an issue unless you're playing Amber Diceless.
So, be careful when you impose modern RPG notions on OD&D. Sometimes it's easy to mis-interpret how they played.
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Post by Falconer on Aug 4, 2010 6:50:01 GMT -6
Here’s my take. Though you do hear stories of parties of dozens, requiring two DMs and definitely a “killer DM” mentality, I don’t think that’s what Gary had in mind. An average party would still be 1-8 players, even in those days. There wouldn’t be 20-50 players per party, there would be 20-50 players in the campaign. You could have a “Wednesday group” and a “Friday group”, for example maybe with some overlap or intermix, containing both stalwarts and casual players who joined in from time to time.
That is where you have a truly “sandbox”, living campaign. When a group visits the dungeon, or about the city, they see what other groups have done. Maybe they find a magic mouth or receive letters from other players. Maybe they visit a shop (or castle!) run by another player, and you have to get that player on the phone to do a transaction with him (if you can’t get a hold of him, well, he’s off on a business trip or something).
Read the DMG’s section on “Time in the Campaign” with this in mind. It’s pretty inspirational.
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Alex
Level 3 Conjurer
Posts: 92
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Post by Alex on Aug 9, 2010 10:16:53 GMT -6
This question came up at NTRPGCon last year and Rob (Kuntz) said that idea of massive campaigns is rubbish. Back in the day 4-6 was the standard. He had no idea where that line came from.
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Post by coffee on Aug 9, 2010 10:45:10 GMT -6
What my copy of Men & Magic says is this:
I want to emphasize that the lower end of the range was FOUR. Thinking that every DM would have had 50 players is just silly -- it was set as a theoretical upper limit.
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Post by tavis on Aug 9, 2010 13:33:09 GMT -6
In the White Sandbox I routinely have groups of 10-15 players, with maybe a fifth to a third being new to the campaign or infrequent players. This emerges from the structure of the NY Red Box game group's scheduling, similar to the West Marches, where I announce some dates I could run a session and we find the one that works for the most potential players. Whoever shows up is the adventuring party, and I've never put a limit on how many folks that might be.
It's fun but does have consequences. Some of these reinforce the old-school feel (and I definitely have heard stories about even bigger groups BITD, but anything you can think of someone was doing back when). Having a big and changing cast of characters means that what emerges is the story of the campaign, not the characters in it, which reinforces the same effect coming from likely PC mortality.
The thing that I miss being able to do with a dozen players is give each of them henchmen. This was part of the original plan for the campaign, but in the face of so many PCs we dropped it. At Gen Con, though, I had (only) eight players with an average of three henchmen apiece, and that was really fun.
Something that I don't necessarily miss is being able to pay attention to individual concerns. With a group that big and varied, a lot of the canonical DM advice - "see what player types you have and make sure you cater to each of them" - just isn't possible. I do try to get a read on whether the table as a whole is still interested, but mostly I just have to try to make sure that the session meets my definition of a good time; if folks want different things, they can go elsewhere and the campaign will continue nevertheless.
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fnast
Level 1 Medium
Posts: 24
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Post by fnast on Aug 9, 2010 14:44:56 GMT -6
Tavis, your campaign sounds like a blast, pretty much exactly the kind of game I was envisioning. Thanks for posting that.
As to BITD games, I recently noticed this nugget while reading a Bob Bledsaw reminiscence of his pre-Wilderlands campaign:
"I had a gigantic dining room table which was filled with gamers and around thirty or more spectators from the local college and high schools. My original group began to beg me to run a session every night and even tried chasing me down the road in automobiles when on family outings. Some all night sessions did not end until dawn..."
Sure, more spectators than players, but seems like Bob had some impressive turnouts nonetheless.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 22, 2011 22:41:14 GMT -6
While researching the Recommended Equipment section of OD&D for 'The Fantasy Game' I also came across the 50 players line (see www.thefantasygame.org/2011/05/from-cover-to-cover-introduction-scope.html). I am absolutely sure that this part of the rules is one of the sections where you need to read the content extremely precisely. The text states "...from four to fifty players can be handled in a single campaign". Nowhere does it state that so many players would be handled in a single session. And this is something I can understand perfectly well... in our high times of AD&D 1st edition there surely were about 30 players in my campaign but never did we play with more than 8 to 10 people and 5-7 was far more common.
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Post by waysoftheearth on May 23, 2011 1:46:31 GMT -6
My Moria campaign is just getting underway on these boards with a modestly impressive expeditionary force of thirty one Men, Elves, Dwarves and Hobbits.
Of these, thirteen are 3rd and 4th level PCs and 18 are their hirelings -- near enough to half of which are 1st level fighters.
And they also have a glorious train of mules, ponies and horses, and one hound -- all in play at once! And that's not counting the bad guys ;D
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Post by howandwhy99 on May 23, 2011 18:06:09 GMT -6
I have played in a fairly large campaign, upwards of a dozen or more, and it is possible. I don't know if it is the way they played back in the day, I don't put it as "the way to play", but it can be very enjoyable.
In my experience we started small with only a half dozen or so to start. Players trickle in and out as the campaign continues.
For very large groups, 20 and over, play will not be very enjoyable unless most players adopt a single Caller strategy rather than the individual Caller one. I would not make this a rule as players should always be able to opt for doing their own thing IMO. For single Caller play we don't play as if the DM were a computer and each of us were taking turns with it. We talk, plan, discuss, and strategize as a large group or organically formed smaller ones depending upon the situation and topics each of us are looking to address. Once plans are determined the Caller(s) relays the attempts and the Ref tells everyone who within range the varied results.
Players can be his or her own Caller like what many consider "normal" play, but it's often private (on a card, etc.) rather than public when done.
I'm of two minds for making single Caller play a rule in Con games as it is so eminently useful. But then it can also be too restricting for when players desire to go apart from the group's desires.
DM load is a big factor, but I think a good, well practiced one can take 20. I am in a 3.5 20th level everything from every book goes campaign. Though I would never run such a thing, the proficiency of a DM in a such a game is more than enough for 20 players in an OD&D game of high (10th) level.
50 player games and the like are really more about multiple referees prepping together and combining actions routinely during a session. I haven't been a part of such a game, but I know of some who could do it.
For new referees: do not attempt to start with 20 or anything above 1st level PCs (all character start at level 1 anyways). Proficiency is worked up to and learned as one runs the game. Imagine jumping in as DM w/o any experience in the 3.5 game mentioned above. It would be a total trainwreck.
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Post by thorswulf on May 23, 2011 19:56:24 GMT -6
Just a random musing, as I never gamed in groups of more than 6 or so myself. In The First Fantasy Campaign there is an illustration of a "...single overview shot where the Tomb of the Grey Dragon is located inGlendower. This set up was used down at the local hobby shop several times for semi outdoor town adventures." (TFFC 2nd ed. pg 63) Now this set up by Arneson obviously implies that his Glendower group adventured on a wargame set up, so a group of 50 characters and NPC henchmen etc. isn't too far out of line. I think the comments about 50 players gaming in different groups makes a lot of sense considering the large stable of gamers cited as playtestrs in all of TSR's stuff from the 70's and early 80's. Has anybody here done an outdoor campaign complete with wargame terrain? I know I pulled lots of trees and hills for some skirmishes we gamed.
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Post by howandwhy99 on May 23, 2011 21:02:50 GMT -6
Outdoor campaigning is fun, but I haven't used any minis for it. My friends have huge collections of figs and terrain, but I'm on a budget. I go minimalist, but find that drawing or printing on to card stock can be just as fun. Lots of suggested terrain elements are n the books.
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jjarvis
Level 5 Thaumaturgist
Posts: 278
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Post by jjarvis on May 24, 2011 8:27:44 GMT -6
I've DM'd with groups of 10+ the key to success is keep records. keep track of time and place, don't' over plan as DM. Learn to do cliff hangers.
A campaign with 20+ players and multiple related sessions is a dream for me.
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Post by pessimisthalfling on May 31, 2011 12:08:37 GMT -6
While researching the Recommended Equipment section of OD&D for 'The Fantasy Game' I also came across the 50 players line (see www.thefantasygame.org/2011/05/from-cover-to-cover-introduction-scope.html). I am absolutely sure that this part of the rules is one of the sections where you need to read the content extremely precisely. The text states "...from four to fifty players can be handled in a single campaign". Nowhere does it state that so many players would be handled in a single session. And this is something I can understand perfectly well... in our high times of AD&D 1st edition there surely were about 30 players in my campaign but never did we play with more than 8 to 10 people and 5-7 was far more common. In my opinion I think that line means that there's nothing to prohibit a DM from running several games with different groups set in the same campaign world. Like the monday group (7 players) are exploring the southern jungles, while the wednesday group ( 10) explore the northern wastes. Ect... It sounds like a pretty cool way to hang out with people and develop a fantasy world.
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Post by thorswulf on May 31, 2011 17:19:42 GMT -6
With the easy access of paper figs and terrain, a large campaign like this seems fairly accessible with all of the trimings!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 16, 2011 11:43:01 GMT -6
Here’s my take. Though you do hear stories of parties of dozens, requiring two DMs and definitely a “killer DM” mentality, I don’t think that’s what Gary had in mind. An average party would still be 1-8 players, even in those days. There wouldn’t be 20-50 players per party, there would be 20-50 players in the campaign. You could have a “Wednesday group” and a “Friday group”, for example maybe with some overlap or intermix, containing both stalwarts and casual players who joined in from time to time. That's exactly how Gary used to run things. Somehow, it's turned from "a base of 20 to 50 players" to "50 players playing at once," which, as Rob said, is rubbish. Gary had about 20 or so players, but there were never more than 3-5 playing AT ONE TIME. And Solo Play was highly desirable.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 4, 2011 14:20:35 GMT -6
BITD in my experience all of the players were college students in the range of 18-23 years old. We played usually played twice per week with breaks around midterms and finals. Friday night games usually ran from about 500pm to 300am to 400am and Saturday games usually ran from about 200pm to about 300am to 400am. So about 20-22 hours per week. A few times we had games that ran up to 30 or so hours straight through.
I went from being a player the first 10 weeks we played to sharing the refereeing with the guy who taught us. He liked to play and he liked my refereeing and eventually I did about 80% of the refereeing by the end of the second year. One of the biggest differences (and he admitted it) was that he had a tendency to mainly referee for the people who he was closest too and other players could feel a bit left out now and then, where I had a talent for not letting that happen regardless of how big the group got. BITD I always felt that ten to twelve was the perfect group size (of active players) and as noted below now that is a bit of a stretch for me.
We started out with about six to eight players and within a couple of months that had grown to ten to twelve players every game session. The room we played in was not very large but by the time we reached ten to twelve players we generally had 30-36 people total in the room and those not playing were spectators and that was a tightly packed room. Over a four year period we had 13 to 20 players at the same time about six times a year. and we had one truly epic game in which everyone played with no pure spectators and that was the full 30-36 players.
We never used a caller and I don't remember having any real difficulty running the game regardless of the number of players. We did have a 50-50 split of men and women and I do recall that having women in the game completely changes the game dynamics from an all guy game which I never played in until later on. I do remember that we had an unusually well-mannered group so we seldom had anyone talking while someone else was, it was very orderly.
I contrast all of that to my current campaign where we play once per month for about five to six hours because that is all I can fit in. So far at 26 straight months and counting I have had one game with one player and one game with eleven players and an average of about five to seven per game. The age range is from seven to fifty-five years old and it is all guys except for three girls that occasionally play ranging from nine to eleven years old. I have a few players in the game that had previously played one or more of BECMI, 1st & 2nd ED AD&D, 3E&3.5E, MMO and MMORPG games. I have no one else that ever previously played OD&D.
I have noted that playing with kids is much more difficult than with all adults and playing with a couple of people who are very indecisive is more difficult. With kids having a lot of OOC and off topic talk from time to time is part of playing with kids. Sometimes they go off on tangents, from time to time some of the adults go with them. On the other hand playing with kids and seeing their growth as players is awesome.
One PC has, as the result of a rescue and his high Charisma, four followers that are 4th level Sergeants who each lead ten men. Currently the party is separated from these followers, but we have played a couple of games with these 44 followers as part of the party. There are some other followers also.
I limit my game fairly strictly to the original 3 LBBs with a minor amount of material from other places through a few house rules. I roll up all the stats and give them to the players. I let them pick what they are going to play. No thieves in this game and we might have a paladin someday.
I would love to be able to play twice per month and the thought of twice per week would be fantastic. But right now once per month is it. I have noted that at 55 years old I am not as mentally agile as I was at in my college years and the game with eleven players stretched me, partly because of the kids. I am certain that the perfect storm is going to happen sooner or later and I will have 15-16 players for a single game and that will really stretch me. It makes me wonder how I did it BITD with the larger groups, I guess it is 30 years of trying to earn a living and not playing for a good chunk of that and my mind has kind of ossified in a few areas.
On the other hand, I am having a blast creating a huge multi-dimensional campaign world, multiple mega-dungeons, creating it all on the fly each game and having it enjoyed by such a disparate group. I hope that if at anytime they don't enjoy something they will let me know.
One of my players frequents this board and so I have to be careful in some of the forums not to post and give things away, when I would really like to post. This player is one of the experienced guys I game with.
I apologize if this has rambled a bit, but I have played fairly consistently with larger groups and did so BITD. Where the younger me used to think ten to twelve was perfect, the older me now prefers six to eight; however, I will not turn players away if I don't have to and will referee as many as show up.
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Post by howandwhy99 on Sept 6, 2011 18:10:15 GMT -6
Cool story TPD. I've been trying to play more regularly too, but age and other commitments get in the way.
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Post by Zenopus on Apr 24, 2012 7:52:35 GMT -6
Here's a relevant quote from Gygax's letter in A&E #15 (Oct 1976): "Anyway, I personally dislike refereeing for expeditions above six persons, but demand usually force me to take more. The largest party we ever took into "Greyhawk Castle" was 16 --- and four actually survived to tell of it. And that without 75% occupancy and no more than a half-dozen traps on a typical level" Transcription courtesy Jason Zavoda. Read the entire letter here: jasonzavoda-hallofthemountainking.blogspot.com/
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