To make it go faster have 2 players or npcs roll at once but have 1 Gm do 1 and the other 1, and do it like it where to seprate games.We're veterans, so the GM may tell several of us to go ahead and make our rolls. Then he just asks for the results. It goes pretty quickly, sometimes. "I got three hits on the guy on the left. Damage 6 plus net, AP neg 1". GM rolls, "you missed. Next?"
Omenowl, I don't think that will work very well with our group. We're very meticulous with our die rolling and results. And particularly right now. Our latest battle was with our big guns against armored vehicles. It was a close call on whether we'd be able to penetrate armor. I think there are groups that would enjoy that. Sometimes we tend to make judgment calls on battles between spirits.
2. Plan what you are going to do in advance.We started having players declare their actions at the start of the pass. And if you can't answer in a reasonable time, you have no declaration. With a -2 penalty if you change action. Once you know what you're going to do, you tend to spend your wait-time figuring exactly how it's going to work, and how many dice you have.
3. Idle chatter should be kept to a minimum.This is tough, because the game got kinda boring, while we were waiting for our turns.
in the end all you really get is wasted time while GM1 tells GM2 to do something. Yes, that's kind of a problem, as I mentioned, up top. I do think we've saved some time, though. Just not as much as I'd like. It does help that GM2 makes all the die rolls while GM1 is trying to figure out what's going on.
Multiple simultaneous objectives.I like that we're able to do this, if the need arises, but I don't think we'll be doing it much. Right now, our team is on the defensive, so splitting up makes us more vulnerable. And our friction will probably be caused by the different teams getting different karma awards.
Remember every PC has a commlink, so talking amongst each other should be encouraged.Talking is a problem for us, since we usually end up having tactical discussions between actions.
I've been thinking about taking a poll here to see how large the average Shadowrun group is.We've been playing for a lot of years. The group size has changed between five people and ten, but I think this is the biggest we've ever been.
having the group split between the two for combat would add a real sense of chaos to large firefights.Hmm. I hadn't thought of that. I like that. Although, with so many people, I was already having trouble keeping track of what was going on.
Twice as many people means half as big a take.We're a merc team. Twice as many people means twice the firepower, and bigger jobs. Which means more money... divided by more people.
Thanks for the tips! Anything else?