In another thread, Salamanca talked about his experiences with running 7th Sea for a large group (8+ players). He said:
Item two: Group Size
I asked him point blank how big a group they playtested with and he told me they tested the game with all sorts of sizes. I then revealed I had just ran three consecutive sessions of 10 players and was feeling a bit overwhelmed creating enough consequences with variety in some places. His eyes went wide, he gulped, stammered a bit and said "Ten? at the same time? We only tested up to five!" So the game is designed for small group play. Nobody ever even thought about it being used for even the standard convention table of six. If you have a larger group, you are going to see some glitches it seems. John's solution for big groups is to go LARP instead of tabletop (which we have no rules for and kind of goes against my plans when I drop the game for freeform play)
Ok Sal, as someone who regularly runs games for around 10 players (usually Savage Worlds and B/X D&D), I really want to know what gliches you ran into? I want to know where the thing bogged down. Upon reflection, are there any tricks or tools that would be handy to remedy the problems you encountered?
I expect to run the game for my regular crew of 7 players (usually 6 as one of them is habitually absent) so this is a matter that I've very interested in hammering out.