Bigger Groups

By player1658792, in Star Wars: Edge of the Empire Beginner Game

Is it or will it be possible to run EotE (Not using the supplies from the Beginners Box except the Escape from Mos Shuuta adventure it self) for more the its intended amount of players?

I know this game is idealy for 3-6 players and a GM but I go to a RP club every week that has 8-11 people attend (This includes me in the count so thats 1 GM and 7- 10 PC's)

Like if I got the Beta Rulebook or the Core Rulebook (when it comes out in Spring) would I be able to run sessions with a group of this size?

Most systems tend not to work very well with that many people, in my experience, but if you're used to groups of that size, you might be able to adapt the system to work with it. The Adventure itself is clearly designed with a group of 4 or less in mind, so to use it you'd have to make some serious alterations, but at least with the Beginner's Box, I've found that actions are resolved quickly, but the box only comes with one set of the specialized dice, so you'd need to get everyone to take turns making their rolls; if you can make extra sets with the stickers or people buying the Dice App.

More than anything, I'd probably consider trying to split the group into two sub-parties and find some way to get them to split up a bit to work for the same goal, otherwise I could see fights dragging on a long time with enough enemies that it could be especially hazardous.

Edit: Also, Space combat on the freighter offered only really has roles for four people, so unless they've got two ships, a bunch of people will be standing around with nothing to do.

The only issue that I can see based upon the beta is the access to the dice or the dice app.

If you're using physical dice, you're going to want a set for every 3-4 players, in order to speed play, possibly a set per player. A second set will be of good use; I've found myself needing 2 reds on a regular basis, and diffculties run to 5purple (with a set only including 3). Attributes likewise run to 5, but only 3 green are in a set, and skills to 5, but only two in a set.

Note that, as with most games, 8-11 players is a good bit slower than with 4-5, but the system is capable of handling it.

Ok thanks guys

When I was thinking of it I did think I'd have to make some alterations so i thought I'd get some feed back on it.

Oh, one thing to keep in mind…

The initiative mechanics are prone to player discussion time. That's the biggest slowdown I've seen with my 5P vs 3p sessions. Who gets to go in each slot eats up discussion time.

on the low end of players for your group, you'd have 8 there including yourself. I think the best thing you could probably do is split into two groups. If there is another DM there, then 2 groups of 3 players + DM would work extremely well for this system. If there is not another experienced DM, see if someone wants to try it out! Between the starter box, the long arm expansion, and the beta book's campaign in the back, there's enough stuff there to get a willing, first time DM running and learning how to run a game. In that situation, I would do one of two thing from your perspective: either break the groups into 4 players + you and 2 players + new DM, or make it 6 players + new DM, with you watching over the new DM and helping him run the game, that way next time out he can run a full group and leave you to run another. If you get a third DM going this way, you could even roll up a character and play (if taht was a desire you have… I for one get tired of DMing and love playing myself quite often)

aramis said:

Oh, one thing to keep in mind…

The initiative mechanics are prone to player discussion time. That's the biggest slowdown I've seen with my 5P vs 3p sessions. Who gets to go in each slot eats up discussion time.

I ran into this with Warhammer. I put them on a timer (not literally) and it worked. If too much time was taken arguing over who acts next, they lost the initiative point due to their characters' inaction, freezing in a moment of stress, etc.

Eruletho said:

on the low end of players for your group, you'd have 8 there including yourself. I think the best thing you could probably do is split into two groups. If there is another DM there, then 2 groups of 3 players + DM would work extremely well for this system. If there is not another experienced DM, see if someone wants to try it out! Between the starter box, the long arm expansion, and the beta book's campaign in the back, there's enough stuff there to get a willing, first time DM running and learning how to run a game. In that situation, I would do one of two thing from your perspective: either break the groups into 4 players + you and 2 players + new DM, or make it 6 players + new DM, with you watching over the new DM and helping him run the game, that way next time out he can run a full group and leave you to run another. If you get a third DM going this way, you could even roll up a character and play (if taht was a desire you have… I for one get tired of DMing and love playing myself quite often)

Ya I'll definitly keep those options in mind.

There are several DM's in the group who each run different games (D&D 3.5 and Vampires: The Dark Ages to name a few), I havent been amongst the group a year yet so I'm still kinda new so I'm gonna lend the Beginners Box Rulebook to one of the more experienced DM's and get their feedback on how the system would work best because I'd love to run it for them.

aramis said:

Oh, one thing to keep in mind…

The initiative mechanics are prone to player discussion time. That's the biggest slowdown I've seen with my 5P vs 3p sessions. Who gets to go in each slot eats up discussion time.

Thanks Aramis I'll keep that in mind when I run it for a small group of friends