For me, it depends what kind of mechanics the game has to manage crowds. If there is a tabletalk mechanic, I will primarily use that. It also depends on the game's culture and if pose order is important. If pose order is important, what saved my sanity in large scenes was being able to use the '3P' pose order.
I've been in some large scenes on games that felt relatively comfortable (or uncomfortable for all the right reasons) and fun, due to the concordance of a culture where "pose order" was not something particularly taken into consideration, and tabletalk was nicely used by everyone involved.
Two problems I noticed in the 'pose order heavy' games are these:
- A long dialogue scene will take forever. Strategy meetings become painful and really just another way to socialize. People are stuck online for hours and hours if they want to just handle a small item of business. This leads to people colluding OOC rather than discussing IC events IC.
- The flow of the scene is constantly broken by a person responding to multiple people and multiple lines of conversation in one emote. Not only is this unrealistic in terms of conversational flow but it's also confusing, and can lead to the leeriness towards large scenes that we see here.
As a culture, how to not take pose order into consideration? Well, this doesn't mean you will never be stuck waiting for someone to emote. If the scene is describing something that cannot move forward without someone's input, then you should either wait for them politely as long as it takes, or modify the scene to move forward without them, without powergaming them. If people are just chatting, then just keep chatting. Leave room for interruptions. If you are asking someone a question, then wait for an answer. If you're saying something particularly dramatic that might warrant a response from them, then maybe give a long pause before continuing.
Pose order can be useful for async scenes or play-by-post roleplay so I think it has its place, but I just personally don't enjoy it in an immersive roleplay environment.
For me, in an ideal environment, it becomes too much when people are just firing out emotes so fast that they are colliding and thus don't make sense at all. And I have only seen this once, in a scene that contained roughly fifty people. And it only happened once during the scene before people noticed it was happening and all tried to slow down a bit, kind of like a bunch of friends talking rapidly over each other at a dinner table and then chilling out and slowing themselves down in order to hear everyone else.