I'm not really in the mood to continue posting threads for my favorite games yet (I want to give the forum time to generate 'em on their own), but seeing posts here has made me think of what might be another good topic to discuss:
Gaming group sizes.
Now, most of the games I've played in have hand 5-12 members, leaning towards the high side. My personal comfort zone is 6-8 total, as once you start going higher than that, people either start to get forgotten, or it just becomes an unweildy mess. And for the life of me, I can't personally picture how you play games with 2 players.
Now, this is just my thoughts on roleplaying -- wargames and boardgames are another matter entirely, of course. I know in wargames, I've played in groups of up to 20.
So basically, this thread is mostly a discussion of player sizes: What size are most of your games, how many do you prefer, and what merits or problems arise with certain group sizes?
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Posts
Eberron (DM) - 7 Players
Eberron (Player) - 8 Players
Forgotten Realms (Player) - 7 Players
Deadlands (Player)- 6 Players
The least I've played with was 2 players, myself included, in the first Eberron game I got into at the beginning of the year which has since wrapped. The largest was the Forgotten Realms game which also just wrapped that was pushing 10 players when it ended (which at that point combats were taking a really long time to resolve.
I do find that when the group gets larger, the roleplaying tends to suffer because all the conversation and jokes flying around make it hard to get a word in edgewise, not to mention there is always some asshole who will charge in both swords swinging when the group is trying to be diplomatic about something.
I'm enjoying the smaller size. We dropped the NPC's from combat (we're all newbies; just trying to learn the ropes for the moment), so the rounds are really quick. Makes for an exciting game.
As a GM, I like 4-6 players, that way you're more likely to get a good mix of characters who can stand on their own without special help (i.e. NPCs, access to heal potions, etc.) It broadens the types of encounters I can throw at them. With only a couple of players, the game has to be more specially tailored to their strengths in order to work well. On the other hand, more than about 6 can be total chaos unless you're REALLY good at multi-tasking and keeping folks in line.
To state the obvious, D&D 3.0/3.5 is designed for a party of 4, but obviously you can have as many or few as you want, you just need to adjust the encounters. When DM'ing, I prefer 4-6 people, but I had a great experience running 12 people in a game that played twice a week for almost an entire year at college.
In smaller groups (which I prefer), everyone has a chance to shine and do their own thing. In a bigger group, you end up seeing a lot of overlap and folks end up trying to out-do each other and show how their character is the awesomest. However, in those big groups you can split the party up to do different things and still have viable parties. And, with that big group, you will pretty much cover every possible skill, ability or spell that the party could need, which lets you do pretty much anything you want and know that the party should be able to continue with some smarts and teamwork.
If you go the big party route, though, you had better have your DM game on and keep things moving because a simple random encounter that isn't a pushover for the party can take 6 hours to complete. In my big game, I made my players decide what they were doing while the person before them was acting and have their dice pre-rolled to speed things up a bit. You also have to be sure that you maintain order when doing roleplay stuff, because having 12 people trying to do things at once isn't going to work. Go around the group, one at a time, and see what they want to do and resolve one issue at a time. It's tough, but you can end up with some crazy situations that are fun to resolve.
nowadays, i'm lucky to find enough people to even run a game (i'd like to have a minimum of 3).
6 is only okay if they're all vets.
Yeah ours tend on the low side as well.
My numbers don't include the GM, by the way -- are you guys including the GM?
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Hearing you guys talk about playing with 9 PCs, or 12 PCs... I can't even imagine. That would be a total disaster for me and the people I've played with in the past.
In the game with ~10 PCs that I played in, we accomplished everything far too easily, because we were double-dipping in almost all of the character roles, but there was almost no roleplaying, because half the group didn't give a shit about roleplaying and just wanted to kill stuff. (And for some reason the DM thought it was a good idea to keep throwing Ice Monsters at a party with 2 casters capable of 9-10d6 fireballs)
I would certainly not complain if I knew 12 people who were chomping at the bit to play some RPGs, but if I did, I wouldn't put them all in the same game. :P
It's not the size of the group. It's the... uhh... members. :oops:
By the way, get on AIM or gmail chat if you can. I didn't even know you were still alive.
My DM would often split the group up by having events or battles split us up. And my favorite campaign there was 11 of us, by this time our characters were all pretty good level and pretty well know throughout the realm. So the DM had the Realm erupt into Civil war and several chracters were given units to be the commander of, while others were given different roles throughout the army (such as spys, quartermasters, medics). With a great story and seperating everyone up and drawing the story out piece by piece the group actually started roleplaying, it was beautiful.
Hope that will help someone come up with an idea for a large player campaign if they have a large group all wanting to play together.
Thing is, this year we formed a D&D Club at work, so we get to use the conference rooms/etc after hours to play, which is nice. There have been a total of 5 campaigns, and most of us are so RPG-starved that we play in every campaign (most of them are monthly affairs, with only one being bi-weekly).
RPG groups are just too difficult to get together. And none of us are too into wargames.
My very first gaming experience was three. GM and two PC's.
Then it was four later on.
When I moved out here to Buffalo, I found a group that was almost all new players, and there were 6, 7 including myself. They were what I like to call the "Idiot Crew."
In college, I was in groups from four to my highest, which was 18. 19 if you count me.
My current group started off as 9, went down to 7, back up to 8, and is now down to a lowly 6. Once in a while, it jumps to 7 or 8. We have a couple of fair-weather members now and then.
The game I run over at Flying Stove is down to 6. When it started, I think we had 11.
I don't really have a preferred number, for the most part. However, there are games I won't run unless I have more than or less than a certain number. For instance, I won't run Wraith with any group larger than maybe four. Six at the most. I wouldn't even consider running Amber with a group of less than six.
A lot of people I talk to claim that four is the ideal number. And really, with even a semi-competent group, it really is a good number to have. However, you really have to hammer out your weaknesses and make sure everyone has, in some way, one of the "big four" archetypical roles. There's no real reason not to, unless everyone is familiar with each other and wants to just have a good time without being bogged down by "zomg who iz haeler??" It makes things more interesting when you don't have a way to fill to normal roles, but it means everyone has to work harder.
Honestly, after having been in several serious campaigns where we had five players, I've come to really enjoy it. It allows for far more flexibility in your party make-up, and it really allows the off-classes (Monks, Hexblades, Rangers, etc.) that don't have a lot of up front utility or obvious task to shine. It keeps the group large enough to have diversity, but small enough to not cut into experience or play time too much.
Personally, I have had terrible, terrible luck with groups any larger than six. It's bad enough keeping things on track with four players and a DM, much less seven or eight people in the same room together, drinking beer, relaxing, and having fun. The problem seriously comes from combat, even though it is the most all-inclusive thing in a D&D game- people wander off, sleep, talk to others across the room, and generally don't pay attention to what the fuck is going on, so that when it comes back to their turn I invariably hear the dreaded, "So... what's going on?"
I've made my own sort of side game where I tell them random shit whenever I get asked that question, just to see if they notice. I progress to more and more dramatic situations, just to see how long it takes the others to figure it out. Sometimes, it's all I have to get through the night.
Also, three players is a great thing to do, assuming you're with people that know what the hell they are doing. Not that everyone needs to powergame and bend the rules as they see fit, but sub-optimal characters become even more so the less people there are to cover for their shortcomings. It's really a give and take thing, unless people start multiclassing, but some of the most fun and memorable stories about D&D have come from our old three-man groups. Lots of fun.