How to Run D&D for Large Groups – Flutes Loot (2024)

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Running a game of Dungeons & Dragons for a big group of players is understandably hard. It’s common knowledge that the best party size for D&D tends to be four to six players—and for good reason: The bigger a group gets, the higher the risk of boring your players with long, grindy sessions.

With four or five players, a good DM can make a combat or roleplay encounter go by pretty quickly. When you’re running a game of D&D for seven, eight, or even nine players, the difficulty of doing so increases exponentially. Running D&D for a group of ten or more players is especially challenging. No matter which way you slice it, there’s just more people doing more things, which naturally takes more time and effort.

But this is a problem somewhat unique to Dungeons & Dragons. Some board games, for example, can have eight or more people playing simultaneously. Those games might be slow—but they’re not boring. Just because you’re running for a group of eight players instead of four doesn’t mean that your D&D party is too big. It just might mean that your approach is too small instead.

When you’re DMing for a large group, then, the trick is to welcome slowness—even while you’re attacking boredom head-on. That means allowing your players to do as many things as possible in parallel, by making sure that everyone always has something they can do. That means:

1. Encouraging teamwork and tactical collaboration
2. Creating additional “off-time” productive work
3. Minimizing idle time
4. Keeping inactive players entertained
5. Understanding the “action economy”—and different ways to approach it

I. Encourage Teamwork

Dungeons & Dragons combat is famous for being a collaborative game that is nonetheless played individually. While some parties—especially experienced ones—may break this mold, most players’ combat decision-making doesn’t go far beyond, “What’s the coolest-looking spell on my character sheet, and the nearest clump of monsters I can throw it at?”

In smaller groups, this works fine: a good DM can keep player turns limited to a minute or less, which means that most players won’t have to wait longer than six-to-ten minutes for their own turn to come back up. In larger groups, though, even a good DM will struggle to keep rounds shorter than ten-to-twenty minutes—with particularly complex combats going even longer. That’s a long time to be sitting idle!

The solution, then, is team-based initiative. Here’s how it works.

First, at the beginning of the session, we place players into teams of two (or three, if you’ve got an odd number of players). If you’re playing in-person, you can base this off of who’s sitting next to who.

Instead of rolling two sets of initiative, a team of players rolls initiative together. Instead of applying two sets of Dexterity modifiers, each team applies the average of their two modifiers (plus any additional benefits—such as the Alert feat—that either player brings to the pair.) Then, in combat, that team acts simultaneously, moving around, making attacks, and/or casting spells at the same time.

Teams are allowed to (quietly) coordinate and strategize in preparation for their turn—and in fact even encouraged to! They’re also encouraged to ask for input from other teams if they’re unsure of what to do.

As a result, you’ve effectively:

  • Cut the number of player turns in half,
  • Normalized teamwork and collaboration, and
  • Given players something to do (strategizing with their teammate) when it’s not their turn.

II. Create “Off-Time” Work

Players like having something to do. It’s inevitable, however, that at least some scenes—such as puzzles, combat encounters, or conversations with NPCs—will leave at least some players sitting idle.

The solution: Make sure that every player always has something to do, even when they’re not the focus of the scene. We can do this by allowing players to choose player jobs.

In descending order of importance, these jobs might be:

  • Quartermaster. Keep track of and distribute any treasure, gold, magic items, and other loot the party obtains.
  • Tactician. Track initiative, record the amount of damage that each monster has taken, and highlight priority targets in battle.
  • Scribe. Record in-game events, as well as upcoming events that the party expects to occur and quests that the party plans to pursue.
  • Archivist. Record in-game information and lore that the party might need to call upon later.
  • Cartographer. Record important places that the party has previously been to, as well as places that the party plans to visit in the future.
  • Coordinator. Coordinate important decisions and help to settle inter-party disputes.
  • Patron. Request that the Dungeon Master award Inspiration whenever another player does something particularly heroic, entertaining, creative, or in-character.
  • Socialite. Record information about non-player characters that the party has previously encountered and those that they might encounter in the future.
  • Parliamentarian. Make sure that everyone at the table has a chance to contribute, and spotlight players who haven’t gotten a chance to shine.

By introducing these jobs, you accomplish more than just giving bored players something to do. Suddenly, players feel comfortable interjecting during scenes or turns that don’t involve them (e.g., because they have a pertinent piece of helpful information, or want to clarify some details). This opens the floodgates to party-wide coordination, which has the added benefit of encouraging all players to contribute to the conversation—rather than just the loudest voices. (If you want to keep a quiet player involved, invite them to be the Tactician or Archivist—their skills will be in high demand!)

Plus, because players suddenly have a reason to listen to other players’ scenes, they learn to take an active interest in other characters. D&D is a team game after all—and there’s no better way to teach that than to help the players observe that directly.

III. Minimize Idle Time

Ideally, when running for a large party, you want to avoid splitting the party whenever possible. Unfortunately, in a game like D&D, that’s not always feasible. It’s not uncommon that you might wind up with two separate scenes running in parallel: four players exploring location X, while five other players investigate location Y.

In this situation, it’s critical to remember that inactive characters do not necessarily mean idle players. A player whose character is (for the moment) off-screen might still be hard at work planning and forecasting possible courses of action. That’s why you want to prioritize scene-switching as much as possible: cutting away from the action as soon as one scene reaches a cliffhanger.

Imagine that a party has separated into two groups of characters. Group A is investigating a treasure chest, while Group B is exploring a dark cavern. If Group A rolls to check for traps, the DM should immediately switch over to Group B—before they even hear what Group A has rolled. Then, while Group B’s scene continues, Group A’s minds will be spinning with the possibilities—what will happen if they succeed? if they fail? if there’s a magical trap? if there’s a monster inside?

Suspense is the enemy of an idle mind, and the more we nurture that tension and allow it to breathe, the more engaged Group A will remain while Group B’s scene unfolds. You want to set up the dramatic question—and then refuse to answer it, at least for a time.

Of course, tension held over a long period of time inevitably becomes grating and monotonous. A savvy DM switches scenes as frequently as reasonably possible—perhaps once every two-to-five minutes—and seeks to encourage strong cliffhangers each time.

IV. Keep Inactive Players Entertained

What do you call a D&D session where one person DMs, a few people play, and everyone else sits back and watches—without complaining?

A movie.

Outside of D&D, we passively consume media all the time. You don’t need to be holding a sword and shield to feel genuinely engaged with the siege of King’s Landing, the attack on the Death Star, or the Council of Elrond.

Why? Because, as consumers, we’re engaged by what we see on the screen. We’re mentally stimulated by it. We’re, in a word, entertained.

Dungeons & Dragons, admittedly, lacks a lot of the things that make movies and television entertaining. We don’t have cool special effects or stunning cinematography. We can have good background music, but nothing as tailored as Duel of the Fates. The other player characters themselves aren’t nearly as interesting or well-developed as Tyrion, Hans Solo, or even the Teenage Mutant Ninja Turtles.

What D&D does have, though, in spades, are NPCs.

The most memorable campaigns tend to be those with a strong philosophy of character-first design—i.e., those that care about creating a memorable cast of non-player characters first and a memorable “story” or engaging “gameplay” second. To be memorable, an NPC doesn’t have to be likable—just look at Darth Vader—but they do have to be interesting. Stimulating. Entertaining, even.

Don’t be afraid to get fully into character. Change your posture. Gesticulate wildly. Change the pitch and volume of your voice. But beyond that—and far more importantly—make each character fun to observe.

Let your players fall in love with the kindhearted simpleton. Let them get frustrated with the absent-minded professor. Let them love to hate the French jerk. Make your NCPs likable, hateable, or anything in-between.

Just don’t let them be boring.

V. Understand the Action Economy

The official 5th Edition’s combat encounter-building system obscures a fundamental fact: D&D combat balance is really, really weird.

I won’t go into depth on it here (though you can read more about the math behind it on my Substack). Suffice it to say that a party of eight players is far more than just twice as powerful as a party of four. D&D’s encounter-building system, sadly, just isn’t able to account for this. As a result, large parties are well-known for punching through high-level encounters as if they were tissue paper.

Instead of using the official encounter-building system, then, I recommend using my (free) reworked system, Challenge Ratings 2.0. It’s calibrated to be as accurate as reasonably possible, and to actually account for the fact that doubling the size of your party more than doubles their combat strength.

It’s worth noting, however, that there are three basic ways to build an encounter: a solo boss, a small squad, or a large horde. Two of these three approaches become far more complicated when you’re running combat for a large group.

First—solo boss monsters become even more difficult to balance. Even against a party of ordinary size, it’s extremely difficult (if not impossible) to find a balance between “sufficient hit points to survive past the first round” and “insufficient damage to KO a character every single round.” Those challenges become far more complicated for large groups. If you must run a solo boss monster, try quadrupling its hit points and dividing its damage by four. (If you can, give it lots of multiattacks, or even a large area-of-effect ability, just to make sure that all players feel threatened.)

Second—large hordes remain fairly easy to balance, but incredibly time-consuming to play. Between making attack and damage rolls, tracking hit points, and even strategizing or prioritizing, dicing up a combat round into fifteen or twenty little pieces can slow things down to a crawl. To speed things up, consider consolidating individual monsters into larger “swarms” (I prefer eight monsters for each swarm), with each swarm having three-fourths the total hit points and damage output that the individual monsters have alone. Alternatively, you could just use the Dungeon Master’s Guide rules for mobs of creatures (see p. 250), and even take the averages for damage dice instead of rolling.

The only type of combat encounter that comes out relatively unscathed is the combat with a small squad of monsters—three to five at most. In general, these should be your bread and butter: challenging enough to be dangerous, weak enough to be fun, and few enough to be quick.

VI. In Conclusion

Of course, these are not the only tips that can help you run for a large group. You’ll want to keep combat a fast and cinematic experience. You’ll want to apply the usual tips—like keeping the initiative visible or asking players to roll their damage dice with their attack rolls. You’ll want to spotlight quiet players, paying a close eye to the social dynamics around the table and inviting wallflowers to speak up over the exuberant loudmouths.

D&D is not an impossible game to play with large groups of people. In fact, it can be surprisingly rewarding! Humans are naturally social animals—putting eight to ten people together in a room can make for an electrified and exciting (if not slightly chaotic) atmosphere. Creating your own Avengers-style ensemble cast can produce an unforgettable experience.

And after all, isn’t that what we’re all here for?

How to Run D&D for Large Groups – Flutes Loot (2024)

FAQs

Can you play DnD with 20 players? ›

Different dungeon masters have different tolerances. Some can handle ten, fifteen, or even twenty players at a time; others have a maximum of two or three players.

How to run a DnD campaign with 7 players? ›

4 Answers
  1. Everyone gets a turn. We just go clock-wise and DM asked one after another what are they doing and then resolve that. ...
  2. You don't talk when it is not your turn. When having more than 4 players in a group it can get loud. ...
  3. Know what your character can do. ...
  4. Don't split the party.
Aug 18, 2023

Can you play DnD with 9 players? ›

A D&D group of 9 players is possible, but it will be less fun and less effective than a smaller group.

Is 7 players too many for D&D? ›

Generally, 6 to 7 is about the limit for most. Many groups stick to 4 or 5, especially for more tactical play. The golden rule is four players, and the goldilock zone is generally considered to be between 3–6. While 1–2 players or 7+ players is doable for some DMs, generally speaking more than 6 becomes a problem.

How do you control a large group? ›

One of the best strategies for running large groups is to create empowered committees with clear responsibilities. Here are some possible ways to divide your group: Functionally: This allows you to divide your work into different work streams.

Is there a max party size for DND? ›

Max And Min Number Of Players

However, D&D can accommodate a large group, even up to 7 players or more, apart from the DM. It's the flexibility in player count that makes D&D an adaptable and inclusive role-playing game.

How big is too big for a DND campaign? ›

D&D fifth edition is designed around party's of 4-6 players and I've got to agree with that as my sweet spot, although I'm very happy with just 3 players. It's not so much complexity but the fact that above say 5 players, you're looking at a lot of downtime per player as things naturally cycle.

How many players are in an average DND campaign? ›

Most D&D published adventures work well with four players. Four also ensures the characters aren't overpowered. With each character added to a group, the synergy of those characters increases non-linearly. A group's total power is greater than the sum of the number of characters.

How many hours is a typical D&D campaign? ›

Once you've found your DND group, the ideal duration for a D&D session varies widely depending on personal preferences, scheduling constraints, and group dynamics. Most D&D sessions fall within the range of 3 to 7 hours.

How do I run a successful DND campaign? ›

Dungeons & Dragons: 10 Tips For Running A Story-Driven Campaign
  1. 1 Encourage Players To Roleplay.
  2. 2 Quick Turns. ...
  3. 3 Integrate The Characters Into The Narrative. ...
  4. 4 Quality Combat Encounters. ...
  5. 5 Persistent Villains. ...
  6. 6 Episodic Sessions. ...
  7. 7 Use Milestone Progression. ...
  8. 8 Set A Time Table. ...
Mar 14, 2020

How many people should be in a DND campaign? ›

D&D can be played with a minimum of 2 people, but often having 3-5 people is an ideal table size. At minimum, you'll need a Dungeon Master (DM), or Game Master in other TTRPGs, and one or more Players.

What do you call a D&D group? ›

A group of players can also be referred to as a party. Roleplaying: The main way of engaging in D&D. Each player will take the role of a character that they have created, and the Dungeon Master will take the role of the non-player characters that they interact with.

Is it possible to play DND alone? ›

So yes, Dungeons and Dragons can be played alone, but it is a different experience than playing with a group. Playing alone requires the player to take on the roles of both the player characters and the DM, and to create the adventure and story themselves.

Can you play D&D with 10 players? ›

There is no regular party. There is instead, a large pool of 10 or more players (and sometimes more than one DM). It's up to the players to decide who they'll play with at any give session.

How large can a DND group be? ›

4 players in general and up to 6 if they all are really experienced and attentive, with a 1 minute rule on their turn in combat. Everything above gets cumbersome. Six is the upper limit for me. Not because it is hard to manage but because it slows way down when there are that many voices at the table.

How do you handle hordes in D&D? ›

A real simple way is to decide the size of the horde, and treat each minion as if they go down in a single hit. Maybe allow elite soldiers to go down in two hits and just focus on the narration. To really get the feel of a large-scale battle you could even toss in the lair and legendary action-like effects.

What is the max number for a DND party? ›

Max And Min Number Of Players

As we mentioned above, the game of D&D can be played with a minimum of two players – one Dungeon Master (DM) and one player. However, D&D can accommodate a large group, even up to 7 players or more, apart from the DM.

How do I keep my D&D group together? ›

Some usual tricks:
  1. Keep them in a limited scenario, say a house in the snow mountain, a city under siege etc. Or , bound them with a curse or an order from the king. ...
  2. Give each PC a reason to stay in mission according to their background and biography. ...
  3. Solve the problem with wanderers out of the game.
Oct 6, 2020

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