Quote:
As to high end role playing, I actually mean trying to help these guys refine their actual role playing skills. Being patient, waiting their turn, enjoying the role-play of others, not interuppting and keeping focused. It will not be easy. But i feel that it is worth the effort
I see what you mean. I used to find that the bigger the party became, the harder it became to control them. Until I got used to handling 6-8 players, at times I used to struggle, everyone calling out their own ideas and actions, interrupting etc. I found two things really helped, and once I adopted them, I noticed instant improvements.
Firstly, I made a rule that anyone calling out was doing it in the game as well. Doesn't go down well if they are trying to be stealthy. I implimented a rule that if they shouted out an action out of turn, their character would then perform that action hastily, and therefore at a penalty.
At the same time as the above I also implimented an initative system whereby the players decided their character's actions, each of them telling me in turn. I'd write down all their actions, having already sorted out what the bad guys were going to be doing, and then calculated which segment of a round each action would take place in. We'd then play out the scene in that order, although to keep the atmosphere the players never knew which segment they would get their go.
This latter rule was one of the best ones I used in my opinion because it kept everything orderly, and once the actions were decided, things flowed really smoothly. Also, because it was possible for someone using a big unwieldy weapon, or casting a difficult spell, to be knocked unconcious or killed before they got to have their go, it encouraged players to select lighter weapons sometimes rather than the biggest thing they could wield, because these generally take less initive points, and thus come earlier in the round.
And if you want to panic them, throw some undead at them, particularly something like a wraith that can drain them of levels. They hate nothing more than losing a level that has taken them weeks of hard gaming to gain

(just don't do it too often otherwise they get fed up and go home).
Do you play MERP or Rolemaster at all. Both, but particularly the latter, have brilliant scope for character advancement. There are so many (at least a hundred) skills that can be learned by any of the scores of character classes. Any class can learn any skill, but some skills are cheaper for some classes to learn than others, and things that really clash, although they can be learned, the cost is almost prohibitive. The system makes AD&D appear very linear and rigid. No two Rolemaster characters are ever alike.
Anyway, that's enough because I'll be boring the none-gamers to death (even though this is a geek section)