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<blockquote data-quote="chaochou" data-source="post: 8974249" data-attributes="member: 99817"><p>I find my play with five ends up very similar to what you describe with three players, except instead of two sets of activity (your group of two and then the third player alone) you end up with at most three sets (two groups of two and a lone actor) and often two (three and two or four and one).</p><p></p><p>I find the game makes some difference - my players will look for aid and back-up in Burning Wheel more readily than in Apocalypse Word, which I think is a function of AW characters being generally more badass from the outset than three lifepath BW characters. But even in AW it's extremely rare for me to have five players doing independent and unconnected things.</p><p></p><p>If I've made a move and Sickboy is missing, there's always more than one player that wants to know how and why, and that will naturally lead the players to seek each other out as different moves catch or require their attention.</p><p></p><p>I really like running for three in Apocalypse World, but it only takes two or three rolls to go against the players and things can spiral out of control for a hardhold pretty quickly. So I find with three, my players won't seek out confrontation with each other directly or overtly - there's enough adversity (and tension and fun) from scarcity and the apocalypse without really needing to.</p><p></p><p>Whereas, with five players you've got enough manpower to make the hardhold feel reasonably secure, and that gives greater opportunity for conflicts of interest between the characters.</p></blockquote><p></p>
[QUOTE="chaochou, post: 8974249, member: 99817"] I find my play with five ends up very similar to what you describe with three players, except instead of two sets of activity (your group of two and then the third player alone) you end up with at most three sets (two groups of two and a lone actor) and often two (three and two or four and one). I find the game makes some difference - my players will look for aid and back-up in Burning Wheel more readily than in Apocalypse Word, which I think is a function of AW characters being generally more badass from the outset than three lifepath BW characters. But even in AW it's extremely rare for me to have five players doing independent and unconnected things. If I've made a move and Sickboy is missing, there's always more than one player that wants to know how and why, and that will naturally lead the players to seek each other out as different moves catch or require their attention. I really like running for three in Apocalypse World, but it only takes two or three rolls to go against the players and things can spiral out of control for a hardhold pretty quickly. So I find with three, my players won't seek out confrontation with each other directly or overtly - there's enough adversity (and tension and fun) from scarcity and the apocalypse without really needing to. Whereas, with five players you've got enough manpower to make the hardhold feel reasonably secure, and that gives greater opportunity for conflicts of interest between the characters. [/QUOTE]
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