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General Tabletop Discussion
*TTRPGs General
Classic D&D - number of Players - rule books vs. advertisements
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<blockquote data-quote="knightofround" data-source="post: 5237171" data-attributes="member: 27884"><p>Personally, I've always found larger groups more satisfying to DM. My ideal group is about 8 people, although the best campaign I DMed had 10. It certainly is a different style of DMing though, and I've noticed several awesome 4-group DMs burn out at the mere addition of 2 extra players. I've DMed much more than I've played, but I've yet to come across another DM that does well with more than 5 players. However I have played under several DMs who did phenomenally better than me with a small amount of players. The best campaign that I ever played in consisted of myself and a single friend.</p><p></p><p>For me, DMing a larger group for D&D is nice because you can depend upon the party to do just fine even when of the healers can't make it that night. There's certainly never a shortage of powergamers that are happy to take over a PC for session. I also think a larger quantity of players is easier to guide than a smaller one; they provide more hooks, and if one player wants to go off on a ridiculous tangent, often times the PCs themselves will rein them in themselves so I don't have to do the railroading. This is particularly handy for me, since on-the-spot improvisation is probably my greatest weakness as DM.</p><p></p><p>From an RL perspective its good too; the more people you gnab, the chances that you'll find good company (and good players) will improve. Plus, its just plain good sense for recruitment. By playing/DMing with a large group of people, you can find more people that are specifically interested in your favorite style of playing D&D. And the more players you have, you're more likely to come into contact with other people who enjoy D&D as well...which can always be handy if your group falls apart. I think most of us have been stuck in D&D campaigns that were too horrible to continue, no matter what the shortage of players in your area was.</p></blockquote><p></p>
[QUOTE="knightofround, post: 5237171, member: 27884"] Personally, I've always found larger groups more satisfying to DM. My ideal group is about 8 people, although the best campaign I DMed had 10. It certainly is a different style of DMing though, and I've noticed several awesome 4-group DMs burn out at the mere addition of 2 extra players. I've DMed much more than I've played, but I've yet to come across another DM that does well with more than 5 players. However I have played under several DMs who did phenomenally better than me with a small amount of players. The best campaign that I ever played in consisted of myself and a single friend. For me, DMing a larger group for D&D is nice because you can depend upon the party to do just fine even when of the healers can't make it that night. There's certainly never a shortage of powergamers that are happy to take over a PC for session. I also think a larger quantity of players is easier to guide than a smaller one; they provide more hooks, and if one player wants to go off on a ridiculous tangent, often times the PCs themselves will rein them in themselves so I don't have to do the railroading. This is particularly handy for me, since on-the-spot improvisation is probably my greatest weakness as DM. From an RL perspective its good too; the more people you gnab, the chances that you'll find good company (and good players) will improve. Plus, its just plain good sense for recruitment. By playing/DMing with a large group of people, you can find more people that are specifically interested in your favorite style of playing D&D. And the more players you have, you're more likely to come into contact with other people who enjoy D&D as well...which can always be handy if your group falls apart. I think most of us have been stuck in D&D campaigns that were too horrible to continue, no matter what the shortage of players in your area was. [/QUOTE]
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