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Adventuring ArmiesD&D Insider Article
Managing Larger Groups
by Robert J. Schwalb

Sometimes running a game is easy. The encounters flow by seamlessly, everyone is having a great time, and the villains even manage to monologue. But try adding an extra player or five, and you can quickly end up with a mess. Learn how Rob handles larger groups on a regular basis, as well as some tips you'll find helpful even if you're running a normal sized game, with "Adventuring Armies."

On a wintry day in Murfreesboro, Tennessee, the city's youth enjoyed a welcome break from education's demands after the schools closed their doors due to snow. Though the county deemed the roads too unsafe for the buses to run, a little snow and ice never stopped us dutiful gamers from gathering in the chilly "finished" attic in my mother's house. On this particular day, everyone who had ever played Dungeons & Dragons on my Tuesday night games converged for the chance to sling spells and swing swords at the monstrous hordes populating my fantasy world. Six players grew to ten, ten players grew to fifteen, and before I knew it, I had twenty people gathered in what I had thought was a spacious room.

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    About the Author

    Robert J. Schwalb is an award-winning game designer whose more recent work can be found in Martial Power 2, Draconomicon: Metallic Dragons, and Primal Power. Robert lives in Tennessee.

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