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File: 30dfb54e3eb86ee⋯.gif (571.36 KB,417x200,417:200,Untitled.gif)

 No.425122

I may have to run a party of 10 players. Reasons are complicated but ultimately boil down to my inability to give one group the boot. System is Eclipse Phase 2nd Ed. Any ideas on how to mitigate this?

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 No.425125

Split the group.

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 No.425136

>>425122

>inability

You run the game, fuck off.

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 No.425137

File: 6c39058be8b33f3⋯.png (430.59 KB,1039x988,1039:988,Everyonesanazi.png)

>>425122

completely ignore the mechanics of eclipse phase. Replace everything with a percentile roll under system (opposing rolls is roll under TN over opponent). Give 5 +10% boosts for common morphs 7 for extesnively customized or rare ones and 10 for cutting edge/military grade/one in a 10 million morphs kinda things). Give a wide spread (think proficiency) +20% for each persons history (infomorph, scum, morphic slipflapper, marsterrafarmer, swarmbody, Escaped psycosurgery copy, earth fetishist, Jovian Bioconservative ,etc). Ignore everything else, run initiative just left to right and encourage players to engage each other in their stories.

Maybe read Amber roleplaying game and do something better then commie phase. Maybe learn how to talk to your players and don't play with people you don't want to play with. Maybe learn how to make an op with more then one sentence you degenerate fucking normie faggot asslicking commie cocksucker.

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 No.425138

>>425137

Pretty sure this was a tactical thread killer based on timestamps. Fuckhead saved the voice acting thread, then killed the one(s) he really wanted to.

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 No.425140

>>425122

First bit of advice is: Don't. Just don't.

If you ignore that, I'd suggest that you insist the players all make characters who will cooperate and work together. No traitors, No chaotic evil retards (or EP's equivalent), no wacky joke characters who just want to go run off and do their own silly adventure. They wanted to play in a game with 10 people, so they have to deal with the consequences of that, which means shit has to run tight and efficient. Likewise, be strict about your table etiquette, which means phones away, minimal side conversations, no stopping the game to share a funny meme, and knowing what the fuck you want to do on your turn before it comes up.

If you are comfortable with letting the story go in some directions you don't entirely control, considering letting players who aren't in a scene or whose characters aren't around play some NPCs. A few players go shopping, and some others stay at the base, or whatever. Those players who have nothing to do get to play the NPCs with the GM around to hold the reigns and inform the scene.

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 No.425193

>>425140

Managing player-controlled NPC's might be a headache - or just handling that many players might be a headache in general. You could consider having another GM who knows what the game is about and how to lead it from the technical standpoint, could help you handle the group if it splits. Prepare for herding cats.

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 No.425196

>>425122

West Marches. Let them organize themselves into groups of 6 or less at a time.

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 No.425198

>10 players

Why on earth would you do that to yourself?

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 No.425199

OP here. I've asked around a few other places and I'm still deciding to greenlight this shitstorm. Here's the plan.

>Use averages instead of damage rolls

>Have a co-GM. If the group splits, he takes them to another discord.

>Have an "initiative" for RPing. Basically make sure everyone gets some of the spotlight.

>Give them a limited amount of time to declare actions

>Game will start early morning and end in late afternoon. So far most of the group is fine with this and it means about 7-8 hours, so even the longest combats should be 2-parters at most.

>Enforce table etiquette. Everyone's got to honor when someone else is trying to speak and when getting side tracked I'll pull out the gavel sooner.

For anyone wondering, most of these guys are extremely relyable, so chances are good there will be 2-3 guys missing at most. Wish me luck.

>>425140

Player controlled NPCs isn't a bad idea. I have a co-GM to help with that but maybe with friendly NPCs. I actually tossed the idea of half the players being the other halfs muses. The response was mixed, but one player is going to be an infomorph riding in someone else noggin because he liked the idea.

>If you ignore that, I'd suggest that you insist the players all make characters who will cooperate and work together. No traitors, No chaotic evil retards (or EP's equivalent), no wacky joke characters who just want to go run off and do their own silly adventure.

Funny thing you mentioned that... I plan on doing this on a Scum Swarm and I'm allowing anything to go with character gen, citing jovians and exhumans as fair game. Also not every adventure will be Firewall related. That said, I have asked them to at least try to have similar motives.

>>425198

Because friendship is magic. Also I have a morbid interest in testing my limits here. After talking to them all about it and getting advice from a guy who has done this before I'm more confidant.

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 No.425204

>>425199

Well I will say that my current gm has a lot of players and he delegates everything to a turn order and cycles through it. It might be slow, but it seems to help ensure everyone gets a chance to do something and that there are no show stealers.

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 No.425208

>10 players in Eclipse Phase

Well, fuck.

Good luck, chuck.

That's a wide open enough system, now you have 10 people using it as a sandbox with widely variable bodies and skillsets each session, hell even hotswapping? Maybe in some other system this could be more feasible but this is quite possibly the worst case scenario.

First advice is limit just what they can sleeve into so you can avoid utter chaos. Good luck herding this bunch of cats, don't try and do something linear. You're going to have to plan out a large setpiece with a script for them to work out and then infiltrate or capitalize on to accomplish the goals you set for them. It's going to be a shit ton of work, but also could easily be hilarious implosion in the first session.

Please keep us posted on this wonderful ball of chaos you trapped yourself into.

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 No.425210

>>425208

>First advice is limit just what they can sleeve into so you can avoid utter chaos.

Fortunately for me, this is a scum swarm, meaning relative poverty. The fluff talks about how a sylph alone is crazy expensive. And since the PCs are buying things with a social currency, it means luxury is a privilege. So yes, you can start off with that fury, but you're expected to be a peace keeper with responsibility if you want to keep it. Same with weaponry. If you want a seeker, you have to be trusted enough not to cause a hull breach.

>Good luck herding this bunch of cats, don't try and do something linear.

I mean all adventures have to have a level of linearity. There needs to be a beginning, middle, and end. I found that railroading is actually easy when you give the players good motivation and resolution by the end of the first scene. That way they railroad themselves. I plan on making adventures instead of campaigns as well. A simple mission with a twist or two and a self contained ending which may or may not be the foundation of future adventures. I also am going to get my players to write out some motivational details so I can use that as fodder for the next adventure.

>You're going to have to plan out a large setpiece with a script for them to work out and then infiltrate or capitalize on to accomplish the goals you set for them.

I've had a lot of success with what I prefer to call the "procedural generation" approach. I have enough content each session up until a major branching decision, then we end off on that decision so I only have one thing to focus on next week. The rest of the adventure is a skeleton with all possible resolutions, and some of the important structure figured out, but not written down. You are right about set pieces, though. My main trick in a massive location is to outline key areas that take time and the possibility of an encounter in a small battle map I could quickly whip up (if it can't be abstract). That said, I want to try massive maps again and I wouldn't mind cartography software suggestions, just because R20 is limiting.

>Please keep us posted on this wonderful ball of chaos you trapped yourself into.

I've got most of them in the same discord last night and had a talk about it. We have a time established. We're waiting on 2nd Ed to release before doing anything, so it'll be maybe a month before we get into it. But here's what we established. One of my PCs will be an infomorph, probably in a ghost rider mod. One's a Jovian, how they ended up in a swarm is unknown but it'll definitely be grounds for good RP, especially since the player is the only straight man in an ocean of funny men. One's an Async, no further on that. I told one about flexbots and how he could be Vultron, so now he wants to be a flexbot with a lion as a default form. Finally, someone's considered being an uplift, but not fully decided.

Another fun idea I had came straight from M:YZ and, if done right, could mesh well with downtime activity. Basically every now and then, the PCs get to vote on a project that will improve the swarm, @Rep giving more weight. This may cause some to minmax @Rep, but because this a swarm, it means they could be literally anywhere each adventure and other forms of rep will definitely be needed. This is all still an idea though, and I haven't hashed it out at all yet.

A more concrete idea I had was that everyone gets to make a ship in the fleet, with a name, notable feature, and flaw. Everyone will also secretly PM me a name that we'll all vote on in session 0. This will be The name of the fleet.

Considering how much time may pass between updates, I was thinking of tripfagging. Think that would be in good taste?

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 No.425229

>>425122

hard rules:

no phones, not even to look up a rule. They should have anything complex related to their character written down

1 minute time limit for turns, time starts immediately regardless of player paying attention. It shouldn't take 60 seconds to come up with 6 seconds of action

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 No.425282

>>425189

With the way Todd goes on getting a new edition out every year I can't blame you for mistaking it.

Shouts were in the lore before skyrim iirc.

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 No.425284

>>425282

Wrong thread bro

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 No.425300

File: 40e038e844da372⋯.jpeg (32.59 KB,600x337,600:337,CC8201B6-1C4A-46D7-BBE6-6….jpeg)

Introduce PvP.

That’s right, not every group of characters works as a party. Real world adventurers would have no problem refusing to work with someone who they can’t function with.

Not only that, but some PCs can become antagonists. Say Gerald the Rogue decided to steal all the party’s loot and make a dash for it. Now the party will be hunting him down and conflicts will ensue.

You might see this as a bad thing, but inter-party conflicts create more bonding and investment in your game than you may realize. It will cut down the number of PCs you have as well.

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 No.425314

>>425300

>It will cut down the number of PCs you have as well.

How much do you know about Eclipse Phase?

I plan on doing a PvP thing as the first scenario just to get things warmed up. But no. Co-op after that.

On a side note, I got early access to 2nd ed. So I'm diving through that now.

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 No.425315

File: 270ad7ce0644b8e⋯.jpg (24.55 KB,500x380,25:19,IMG_9576.jpg)

>>425314

>He paid money for Eclipse Phase

It blows my fucking mind that people casually buy RPG books to just have sitting sround in case you get around to playing it.

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 No.425317

File: 91eeaf5c74dfc27⋯.png (49.39 KB,249x249,1:1,Untitled.png)

>>425315

>Implying

Bitch you never heard of Google Docs? I ask a Kickstarter backer for access to his shit. Didn't spend a dime.

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 No.425319

>>425317

Well, that's good. I've got a friend who actually did pay for this shit, we only ever played 4-5 session of it before it started collecting dust in his closet. I couldn't fucking believe how much he spent on this shit.

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 No.425320

>>425315

I like having my own library.

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 No.425336

>>425210

>Considering how much time may pass between updates, I was thinking of tripfagging. Think that would be in good taste?

This really is one of the times where Namefagging\Tripfagging IS acceptable considering you are the OP and are also going to be contributing the thread in spaced out installments. So go ahead with that.

Also for those of us who aren't entirely familiar, are there any groundbreaking changes in Eclipse Phase 2nd Ed you feel could give you hassle or that the players are waiting for 2nd ed to get their hands on?

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 No.425381

File: 58f442bd0a9fa9f⋯.jpg (31.1 KB,200x299,200:299,untitled.jpg)

>>425336

>This really is one of the times where Namefagging\Tripfagging IS acceptable

Alright, in that case I'll pick a name, and one more generic than OP in case this thread dies. Atlas seem appropriate considering the Herculean task I'm undertaking.

>Also for those of us who aren't entirely familiar, are there any groundbreaking changes in Eclipse Phase 2nd Ed you feel could give you hassle or that the players are waiting for 2nd ed to get their hands on?

Second Ed is a straight up improvement from First Ed. Many mechanics were streamlined, new weapons, more clarity on a few matters, more starting morphs.

The two biggest changes is that morphs don't add to your stats, but instead give you pools to spend like Moxie in 1st Ed (in fact, moxie is now used specifically for WIL/SAV related tests). Effectively you don't need to erase stats when resleeving. Next big change is how Psi works. This is one of the few layers of complexity they added, but I think it's cooler. Where before you just got a mental disorder with Psi, now it feels a lot more like demon possession. So the infection is an NPC that whispers things into your ear and lies in wait for when you abuse your slights too much. This can have a few effects but worst case scenario, you "clock out" and wake up somewhere random with an alien device in your hand, covered in blood, or out in a burrow in the martian outback trying to lay eggs. What happens depends on what sub-strain you have.

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 No.425382

Talk to your players and get one of them to be a Co-DM with you, now the DM:Player ratio is 1:4.5 instead of 1:10. This will make things much easier to run with for everyone, because it should limit the situations where someone has to sit around waiting for 20 minutes to tell you he ALSO shoots the bad guy. Of course, that means you'll need to create situations where both DMs are actively engaging different players - you could try and do that with all 9 of them in the same room, doing the same thing, but I feel like that would quickly become even more complicated than doing it alone. Instead, lean in to the fact that you have 2 storytellers and a large amount of characters, and tell stories where they often do need to split up and accomplish multiple objectives; some of them need to go turn off the power grid so the others can break into the vault, we need to go fight the villain but also the hostage is about to be killed somewhere else, the virus needs to manually uploaded to their server but some need to stay behind because the ship is under attack.

Different situations should require different team compositions, which should lead to characters all getting to interact with everyone else at some point, it should never be Scooby-Doo where the same people are always together. Give players the chance to roleplay and have their characters form opinions of each other when they're in smaller groups, and encourage the players to use that to inspire drama in the larger group. Hopefully, both groups will be too busy and engrossed to actively be listening to what the other is up to, meaning they'll have to roleplay conversations about what happened afterwords (or over radios) which can also lead to someone being praised or insulted in-character.

With so many shifting relationships and backstories you should always have something to tie into the adventure which will make at least one player feel like this time is their adventure, which is always a nice feeling. If Captain Stickler has made it clear he doesn't approve of Ham Solo's skullduggery, in a future game some of them can get stranded behind enemy lines, or captured by a gang, really any situation which will bring that character tension up again, and give them both chances to change (or not change) their character's views and their relationship through the course of the night.

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 No.425417

>>425122

>Eclipse Phase

>10 Players

>What do?

Put them all in one body. Congrats, 99% of all sessions will now consist of your players arguing amongst themselves over who gets to call the shots. Make sure you give them situations that will have two or more players wanting to do different (preferably mutually-exclusive) things.

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 No.425435

>>425122

>EP 2nd edition

Is it any good?

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 No.425444

>>425417

I did have the idea to shoehorn a Fenrir into a mission. Then there's the Multiple Personality mod that can be taken 3 times for a total of 4 egos per morph.

>>425435

See >>425381

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 No.425454

File: 8d1c8c74d205dc6⋯.png (444.8 KB,789x550,789:550,hmmmmmmmmmm.png)

>>425417

make your players make intricate character sheets and backstories for EP

>Actually just run everything with everyone is john behind the screen.

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 No.425529

>>425444

there's also the "fuck you, I'm the GM" mod that fits n Egos into a single morph (where n = as many as the GM says can fit).

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 No.425531

File: a79e2c4e8024c76⋯.jpg (13.34 KB,306x335,306:335,AbsolutKimochi.jpg)

>>425529

the plot device would be that all the egos are actually combined in some hideous experiment. Althought they can 'detach' momentarily any ego that doesn't return to the group within a few mins dies and the group ego dies within a few hours. It also prevents farcasting (unless the entire group goes which is actually hard to do and requires special equipment on both ends).

this honestly might be the best idea for EP ive heard in a while.

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 No.425535

>>425454

WAR CRIMINAL

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 No.425541

File: 86040ea10b47fa0⋯.jpg (6.07 KB,255x143,255:143,3e1080bcac7e8091ba03b1e8f9….jpg)

>>425535

someone say something about warcriminals

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 No.425542

>>425541

No, apparently I said Tomboy in heat.

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 No.425553

>>425551

You do realise nobody is going to visit your shity diskike, right? Sage for offtopic.

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 No.425554

>>425553

you do know that you're talking to a bot there, right?

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 No.425555

File: 525f5e3c86bd07c⋯.jpg (411.49 KB,1280x720,16:9,Brownsgonnabrown.jpg)

>>425542

accurate

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