DW for 7 players

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DW for 7 players
« on: August 17, 2012, 05:14:27 AM »
I'm going to run DW for a group of 7 players. Any comments on how well does it scale?
Some hints for making this a smooth run would be helpful also.
Thanks in advance.

Re: DW for 7 players
« Reply #1 on: August 17, 2012, 08:34:05 AM »
I ran a nine session game at our club recently and a couple of those sessions ended up with seven players (accommodating folk who were short of a game for a week or two.)

I'm not sure that DW is any worse at coping with that many players than any other game.  It came down to screen time  and people talking over one another as it can do in any game.  Just try to keep the pace up so that no-one has to wait too long and if anyone looks like they're falling behind, ask them what they're doing - I was playing the 1st beta rules and it may have changed since then but the lack of a formal initiative/turn order made it a little easier for an enthusiastic player to take more than a fair share of the spotlight.

Re: DW for 7 players
« Reply #2 on: August 17, 2012, 09:02:03 AM »
Keep the action moving. Roll narration over from one player to the next in a scene, keep flashing between groups, say "What do you do?" as an open question to the group a LOT.

Re: DW for 7 players
« Reply #3 on: August 20, 2012, 05:41:58 AM »
I'm confident that I can keep the action going and the players busy.
I was wondering if the fact that every playbook is going to have a player doesn't make the adventure too easy in some cases (there are 7 playbooks, not considering the druid). I mean, if you're always going to have a thief to detect traps for you, and a cleric to heal your wounds, and a bard to charm or whatever, it's going to lessen the challenge.

Also, how do I deal with the number of enemies in adventures like Bloodstone Idol. It says at the beginning that there are about 10 lizardmen + goblins at the entrance. Do I raise that to 15-20 if I'll have 7 players tackling them?




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noofy

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Re: DW for 7 players
« Reply #4 on: August 20, 2012, 07:18:36 AM »
I wouldn't worry about 'scaling' the enemies. Just use your moves as normal and make sure you give everyone spotlight time. Remember your agenda and principles, making the world fantastic, filling their lives with adventure and being a fan.

On a miss you can make as hard a move as you like, the goblins and lizardmen have some really cool moves you can use to great fictional (antagonistic) effect against a large party.

Having one of every class is great! It means that the playbooks can 'fill in' the world through their specialised moves. It just means that there is more options and synergy potential for a fantastic tale! I'm sure there will be little time for you to breathe though, so make sure you take plenty of breaks as GM, it'll be rather tiring.

Good luck! and please let us know how it goes :)

Re: DW for 7 players
« Reply #5 on: August 21, 2012, 02:00:45 PM »
One of the games I ran at GenCon had 6 players in it. I found it a bit more difficult to keep all the players active in the scene than with 5. This said, it might have been the 11+ other games going on in the same room. (Games on Demand was very popular. The times I was GM'ing back-to-back, I would typically have a full DW game waiting for me while wrapping up the previous one.)

Re: DW for 7 players
« Reply #6 on: August 26, 2012, 01:09:24 PM »
Some madman started a 7 player game at thirty minutes to midnight at GenCon. As I understand from my friend who played in it, it started to slow down at 3am or so, but more from the hour than the number of players.

I've run a very successful 6 player game  and the only issue I found was screen time. So keep the action moving (as JBMannon noted) and be aware of switching your attention among all the players.

At this size, I'd consider using some sort of card system to keep track of who's been in the spotlight. I've seen the <i>Marvel</i> system applied to DW in this way: everyone has a card face-up in front of them, when they get a "turn" (which may be multiple moves) in the spotlight, they turn their card face-down. When all the cards are face-down, flip them all.

I essentially do something like this in my usual 4 player games, but I keep track of it all in my head. At 7 players that gets trickier.