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Magdalen Jhonston

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Aug 5, 2024, 2:50:49 PM8/5/24
to lingsemphomis
Ourmiddle school teams are to prepare players for high school basketball. We instill confidence in our players while challenging them on the court to equip them with the basketball skills for high school basketball.

We use our network and platform to help our players play at the collegiate level. We take pride in having a structured system to optimize the recruitment and exposure for our prospective collegiate athletes.


I'm new to Dungeons and Dragons, having played only 3 games as a DM with a group of friends. Initially, it was difficult to find people to play, but now I've run into the problem where too many people want to play.


They could agree all the character's action, and they could take turns when role playing him. But that would be less interesting and exciting than having one character. Also, it can lead to discussions when the two players are agreeing what to do, so the game can be even slower than if any of them have one character.


Another option could be instead of sharing characters, sharing the GM position. You could ask one player to help you with the GMing. Then, if you are playing a combat, he can control some of the monsters. You could even split the party and make the auxiliary GM guide some of the players and you the rest.


The problem is that the players are the ones playing the game and no matter how you structure this there are 6 players wedged into the same amount of playing time. In theory this means that each player gets 33% less time to play than in a 4 player game, however, in practice it is much more complicated than this due to group dynamics, personalities and the nature of the play itself.


Every group and every player in each group differs on how much time they like to spend in each phase but every group must spend some time in each. Depending on how you game is balanced; player's playing one character may speed things up a lot or a little but the trade off is that player's sharing a character will have less investment in that character.


You would be better off making sure that you have a solid structure to your tactical play phase. Conflict is meant to be quick and exciting and you can reinforce this by running combat crisply and efficiently see The Angry DM's post How to Manage Combat Like a M*********ing Dolphin.


have them choose a party leader. In situations where they must make quick decisions, that person's word is what you take, and that person is the one you deal with. Allow only fairly limited discussion in media res. [If they want to have an extended planning meeting about who is doing what, then they can but time marches on ... they might lose initiative, or even miss their whole turn (you were so busy talking the goblins got tired of waiting).]


push as much bookkeeping as possible onto them -- e.g. have them write down marching/traveling order and who keeps watch when (vs who sleeps or whatever - so you know who is where all the time). They can have several ("In the wilderness we do this, indoors or underground we do that, in the town we do the other", overnight we do thus and so) as long as it's always clear which order/list they're using. The leader should be able to answer your questions about who is doing what at any moment during combat (i.e. let him or her keep the pieces of paper to do with the party).


if players really want to do something "out of the ordinary", well, they have to wait until you've dealt with the main group and they can't make everyone wait for very long (unless you deal with it in a break in play in which case several minutes on one player might be doable)


make sure you have your encounters prepared - stats and equipment and tactics all organized, NPC personalities/names/habits of speech etc, how they'll respond to violence/threats/bribes/gifts/free drinks or whatever as appropriate to the situation


I regularly run groups of up to 6 and have even run 7 or 8 on occasion (I prefer to keep it to 6 or under just to make sure it's easier for everyone to have something to do). Just make sure you have an easy way to keep track of hit points etc, that you balance the encounters appropriately, and that everyone is aware the game will play more slowly due to more people taking turns.


The main thing you need to do is keep things moving and snappy. When it's someone's turn then if they don't know what they are going to do and start doing it knock them down the initiative and give the next person a go. Each person should be planning their move while the people before them are still acting and be ready to go when it comes to it.


This is because the biggest problem here is "screen time". If each of 3 players takes 2 minutes to do their actions then you are still active every few minutes. If 6 players do that though then that means 5 people are waiting around for ten minutes between each time they get to do things.


This answer is more for completeness to this issue, giving another answer which someone may find useful. As should be noted in the tone of this answer, I do not encourage the original poster to follow this.


My answer is not from official rules of 5e,it's homebrew material (3.5 official though), however, I thought it could be useful since the author originally asked for ANY insight, it was the best answer I thought for a solution to the players playing ''one character''


I played The 3.5 version of the Dvati race in the past with a DM, it was really fun, we each controlled one of them, but they are in synergy together, one soul but you can still make one a bit different than the other for some things like clothing, one can be more agressive but they always agree, with my DM we didn't want the others in game to know about how our race, so we did pretend to be 2 different persons. Plus since They can communicate via telepathyat an unlimited range and across the planes,it was easy to act such a way.


I've been working on a piece for wind quintet and was wondering if it was necessary to build in rests so that players can take breaths. I heard it can be hard for wind players to play for a while without stopping and taking a quick breath. Is this something I should consider/worry about?


Some players develop excellent circulat breathing which is a technique forwind players to hold very long breathes without passing out. It takes quite sometime to do it and you really don't want to write a piece which requires that technique all the time.


My advice - for windmusic sing your lines to estimate the breathe required. At worst you will overestimate the amount of breathe they need - so you can ask if they could connect the phrases in one breathe or hold the note longer when working with the performer. Post it on works in progress in the meantime to ensure you don't write anything ridiculous.


yes, please please please, I'm in a concert band and I've played both flute and oboe, which are pretty much opposites in how long they can last. Based on how much resistance in the instrument there is, flute would last 4 bars at 60 bpm and oboe at the complete other end would last around 8, again, that's at 60 bpm. This is taken largely from personal experience and is different for everyone, but this is usually the norm.


double tounging, triple tonguing, quadruple tonguing, tonguing upside down, triple tonguing with a perfect sound quality while constantly being stabbed at the lungs, circular breathing...aka, it's hard, never assume the player can do it.


but also, if there is more than one person on that instrument, they could find away to work it out. Usually if there's something that must be constantly repeated, you can dovetail it, (clarinet 1 plays 2 bars, clarinet 2 plays 2 bars, clarinet 1 plays, etc)


professionally I only play 1 wind, the sax, but sometimes I play clarinet and requires less breath, but the problem is not how long the breath can last, sometimes I mistakenly take more breath of what I need (used to the sax) and I could hold very long, the problem is not if I have remaining air or not, the problem is that I have to keep breathing, so I have to release is and take new breath, so is not only matter of how long breath can last, for a trombone player a breath could last for 3 minutes in a recorder, just the guy must breath...


yeah, but that's in a band setting, not for a wind quintet, that's when one person breathes when the people around him don't, so it sounds like they're not breathing, but it won't work as easily in a wind quintet


I mean, it's not a good habit to play quickly every game in your day, IMO. When I was a 800 player here, I found a very good chess.com coach who gave me this advice at the time: Don't play too much quick games, go more for Online Games that last at least 3 days/move. Think every move carefully and analyze your opponents.


Just a guess, but most of these players will have put in many long hours of analysis in order to get as good as they are. Internet chess is just for fun. Their long games happen at OTB tournaments or otherwise in some sort of long analysis sessions. Maybe they play CC without an analysis board for example, or do other similar training.


A lot of blitz players have come to learn chess by playing mostly blitz chess. That's all they will play else the fundamental weaknesses to their slow game would be exposed. So, they take what glorry they can get to make them look better than they really are.

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