Speed Factor Initiative for Large Groups

At previous Pastors & Dragons retreats, I’ve had groups of up to 12 people at the table. Running a game for a crowd is difficult to do. Many people have found the sweet spot of 5e D&D to be about 4-5 players. When the table gets crowded with 6, 7, 8 (or 12!) people, a lot of folks have found that the fun begins to get lost. So how do we keep the fun with a large group?

Keeping large group D&D fun is hard for a couple reasons. The first is that the role-playing and exploration phases of the game are difficult to keep everyone engaged. The players that are naturally more outspoken can easily dominate the spotlight. It takes a lot of work to keep everyone engaged, as there is usually just one DM adjudicating all the action. This is a hard nut to crack. The DM really needs to lean into the role of inviting forward players who tend to sit back, and reminding the more outspoken players to step back. They also need to create situations that necessitate group conversations and watch out for too much 1-on-1 PC-to-NPC interaction.

The second reason that this is hard, and the one that is driving this blog post, is that combat with a large group can turn into a real slog. There’s a lot of out-of-spotlight time for players during combat, as other players are taking their turns, making their decisions about their actions, trying to assess for the best possible action to take. Battlefields are a lot more complex, and this just makes everything even more difficult to adjudicate. For this, the tool of Speed Factor Initiative is one of the best ways I have found to keep things interesting, moving, and fun.

Speed Factor initiative is one of the optional rules in the DMG. It was also a tool that was created and used in some of the earliest versions of the game. Those early versions of D&D were built for huge groups compared to what we normally see today, parties of a dozen or more. Those early ways of handling large groups piqued my interest in Speed Factor Initiative, and then the Angry GM’s blog post about Speed Factor initiative, pushed me over the edge and encouraged me to try it for myself.

To use this at my tables, I’ve created a player-facing version of my Speed Factor Initiative rules. Each player gets one. You can download a copy of my Speed Factor Initiative tool as a doc or pdf and print some out for use at your own table.

I give them the opportunity to plan their actions in an action declaration phase. Then I have everyone roll initiative. Their d20 gets placed on the sheet over the corresponding number and the initiative countdown starts the action resolution phase. “30, 29, 28, 27, 26, 25, 24, 23…” As their number comes up they resolve their actions in quick fashion. In practice I’ve found that this method of initiative works and makes combat much more engaging, much less of a slog, and a bit quicker for large groups. It’s specifically a large group technique, and grows in effectiveness the larger the group is.

The action declaration phase is more engaging because it lets everyone at the table “play” as they plan actions, discuss, set up combos, whatever. There’s no waiting while other people come up with what they want to do. Everyone is engaged in the fun. Set a timer to make this phase feel tense and keep things moving.

The action resolution phase is engaging as well, because you’re counting down through initiative and people are waiting for their number to be called. There’s tension and surprise. You’re not sure whose turn will come up next, and since all the decisions about which action to take have already been made, it goes much faster.

There’s a couple hangups with this method. The first is that people have to understand that they are effectively locked in to the actions they declared, with the option to dip out of that action and take the Dodge action instead if what they planned goes awry. This means that when their turn comes up their declared action might not be the best possible action they could take anymore. Tough cookies. You have to do what you declared, that’s the only way this speeds up play and keeps it fun for everyone. If you start letting people change their minds, you might as well just use standard initiative. The second is that in my experience this works best for in-person play. Group discussions just don’t work as well online, and that’s a large part of what makes this fun.

Pastors & Dragons is going to Gamehole Con!

As we seemed to be coming out of the pandemic this past summer, I was trying to figure out a good way to re-engage the Pastors & Dragons Retreat. With that in mind, I decided to try something new – taking some of that good gaming retreat content to a broader audience at Gamehole Con!

As the delta variant has come on, I’ve been a little anxious about this whole plan, but I’m thankful that Gamehole Con has had a vaccine mandate and will be enforcing that for all attendees. This makes me feel a little safer. If you are curious about what Biblical gaming can look like and you’re fully vaccinated, think about joining me for some games in Madison, Wisconsin this October!

On Friday, Saturday, and Sunday I will run eight games in a series I’m calling “Adventures of Biblical Proportions”. Each session will stand alone as a one-shot experience, though players who come back multiple times will notice ways that the stories interconnect. Each session will explore a different passage of the Bible from the New Testament, inviting players to enter into the Biblical story and experience it firsthand. These games will be part history, part legend, with each exploring a different gaming “flavor”, be it the supernatural or social horror or the backdrop of war.

These games will be run using the Cypher System, which I have found to be a more adaptable TTRPG alternative to D&D 5e. D&D 5e is a great system that I love deeply. Some of these adventures saw their beginnings as 5e adventures, and worked to great effect. However I’ve also found that the 5e learning curve can be a little steeper and I appreciate the simplicity of a more story-focused system like Cypher, especially when engaging with church groups which may or may not have any tabletop gaming background.

Alright, enough with the blathering. Let’s get to a rundown of those games!

Adventures of Biblical Proportions!

Gamehole Con 2021

  • Chains in the Graveyard – Fri., Oct 22nd, 9am
    • Protect the people from the powers of the graveyard in a supernatural horror adventure.
  • Faster Than Stones – Fri., Oct 22nd, 1pm
    • Outrun the threat of death in a social thriller adventure.
  • Release to the Captives – Fri., Oct 22nd, 4pm
    • Grant release to the captives in an adventure of angelic secrecy.
  • Island Odyssey – Sat., Oct 23rd, 9am
    • Go on an Island Odyssey in a game of fantastic adventure.
  • Idols of Athens – Sat., Oct 23rd, 1pm
    • Explore the idols of Athens in a monstrously metaphorical adventure.
  • Mystery of Ephesus – Sat., Oct 23rd, 4pm
    • Explore the mystery of Ephesus in a supernatural investigative adventure.
  • A Monstrous Appetite (Revelation Part I) – Sun., Oct 24th, 9am
    • Confront the appetite of dragons in a monstrously mythic adventure. This adventure can be played alone or as part of a two-part series based on the Book of Revelation.
  • Beasts on the Earth (Revelation Part II) – Sun., Oct 24th, 12pm
    • Confront the wide sweeping machinations of beasts in a mythic wartime adventure. This adventure can be played alone or as part of a two-part series based on the Book of Revelation.

If you’re coming to Gamehole Con, it would be great to play with you. Sign ups for these games are live over at gamehole.com!