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s-feige November 26th, 2002 02:42 PM

Hello together!

I hope this poll is not considered off-topic, for it's not entirely Traveller-specific.

Around here, we often discussed rolplaying group sizes, how many players a group could or would like to 'manage'. So I wondered how others think about this more meta-gaming topic.

So, regardless if you are a full-time GM, full-time-player or both, tell us how many players (excluding GM) are perfect for a group.

The choices might be a bit limited (numbers only ;) ), but the result might be quite statistical...

Feel free to post comments, and

Have a nice day.

RabidVargr November 27th, 2002 02:15 PM

I'd say two players plus DM are necessary to have an enjoyable game. 3 is my optimum group, allowing me to keep things easily on track with my personal max topping out at 5. At and after 5 people start getting roudy, become disinterested, or loose their focus cause you can't spend enough time on their character. PBEM's it's a bit easier, and I'll go up to 7 or 8 with those, got plenty of time to screw them over individually there. ;)


Scarlett November 27th, 2002 03:06 PM

We once had eight at the table but two of us were refs and we were able to split the group whenever they decided to split in the game and keep the momentum going. An occasional "meeting of the refs" was required.

T. Foster November 27th, 2002 04:15 PM

I voted for "There's No Limit" but I don't really mean it. I've been a player in groups of up to about a dozen which worked okay, but OTOH have run groups of 8-9 which seemed to be pushing the limit (or maybe even a little past it). Obviously a lot depends on the skill of the GM and the type of scenario, but I'd say in general 9 players is the practical limit, and 12 the absolute maximum (assuming 1 GM). FWIW my ideal-size group is 5 or 6 players.

WarriorKnight November 27th, 2002 04:44 PM

Most of our early games used to be me & 1 or 2 friends.Many a Traveller games were just 1 player & 1 gm.We've had a few games where we've gotten upwards of 16 to 19 players ( of course most of them aren't there for the next session.),when we have games that big it helps that we have 3 to 4 Traveller gm's in our groups to help each other out when things get hetic.I prefer 3-4 players (which a recent "pick up" game was.)as the norm.(our average gaming group is 6-8 players though)

Erik Filean November 27th, 2002 05:28 PM

One player is perfectly possible, but some of the fun is lost for me if there aren't several PCs playing off one another. Two or three players seems perfectly good for many RPGs (you get the banter, but each player's character getting plenty of focus), with four to six being good in a few games like Star Trek. I haven't played in a group of more than six players and a GM that seemed to have any great advantage from the numbers, and it often seems to reach a point of diminishing returns.

Shadowdancer November 27th, 2002 09:28 PM

A lot depends on the players and the GM. I've played one-on-one, and I've GM'd for as many as 12 people.

In D&D, you need at least enough to cover all the core classes (fighter, rogue, cleric, wizard). 6 is ideal, 8 is the comfortable max for most groups.

Traveller, the campaign is a major factor. Is there a ship? How many does it take to crew the ship? In a small ship campaign, you want to have all of the critical positions filled by PCs, if not all of the positions. In a big ship campaign, or a naval campaign, it doesn't really matter. The most players I've been ref for in a Traveller campaign is 6, and had no problems.

Liam Devlin November 27th, 2002 10:56 PM

My answers 2-6-8, (just like the District 268!)
2 is minimum for the word "group".
Other wise solo players ( 1 Ref/ 1 gamer).
6 is perfect number of balanced players vs GM.
8 is my optimum. Beyond that, a Co-GM wiould be needed (espicailly in a LARPG, or Pbem). YMMV

Takei November 28th, 2002 04:54 AM

I played in a great campaign with just one player (myself)

My ideal group size is 4

I have run a group of 8, but it was a military mini-campaign. It ran fairly smoothly as they stayed as a section.

Gallowglass November 28th, 2002 07:52 AM

Role playing is a social hobby, primarily focused on "social" interactions, although it has its roots in, and heavily overlaps, with wargaming. So whilst a single player and GM can work, the social interaction dimension is lost. Conersely, becuase no Ref can play multiple people simultaneously and the social hobby bit placesboundaries on the interactions between PC's, groups much above six players become unwieldy because the ref can't devote the necessary time to each player.

I have co-ref'd a game with 16 players and ran a lot of games at university that ran with six or seven players, but they all worked best when all concerned had copius free time, so the idea that the ref would get back to them in half an hour DIDN't represent losing an eighth of the playing time. More recently, with less free time, I prefer the greater focus of a smaller group, and generally run with 3 to 5 players.

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