Running A Massive Multiplayer Dungeons & Dragons Game

Greg was early for our weekly Dungeons & Dragons game.

Playing a fighter, he was the newest player not only to the group but also the game.

Dungeons and Dragons had literally taken his life by storm.

And now he was working on his first dungeon…

Dozens of sheets of paper, 13 sprawling levels so far, monsters, traps, and dozens of dead ends. It was ambitious to say the least.

He was getting my feedback on a few ideas and wanted to run it with the gaming group and for a few friends next week.

Go for it!

I planned to run a magic-user or maybe a last minute switch to an illusionist.

Next week rolled around and we had 26 players at the table.

Our regular gaming group was 5.

Word got around and with Greg being connected to the local metal scene we had quite a few new players ready to pillage his dungeon.

Did I mention this would be Greg’s first time as a Dungeon Master.

Some help was in order.

Not in terms of the rules as they are optional, but just in the flow of the game.

Drafted as a co-DM….

We made it to level 4 in the dungeon before a TPK.

So how does run a BIG game?

Two Dungeon Masters are needed.

One to run the narrative of the adventure and another to help with the rules and running encounters.

When you have that many players at the table, the number of questions that need to be looked up or resolved jumps high- let the primary DM keep the game moving while the co-DM (yours truly) looks it up in the book for a final ruling by the main DM.

Encounters also slow down a bit- keeping track of turn order and who is doing what.

Again, the domain of the co-DM.

Keep it moving and keep the main DM on track as a caller for the players.

Your thoughts on a BIG Dungeons & Dragons game?

Your biggest D&D game?

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