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<blockquote data-quote="Tony Vargas" data-source="post: 9131866" data-attributes="member: 996"><p>GW has generally been a less serious 'beer & pretzels' sort of game that you play for fun, rather than for building deep stories or long campaigns, so even as a longtime fan going all the way back to the original Gamma World, I'm not offended that your players didn't take to it and want to play it for a long time. ;P</p><p></p><p>Oddly, I can't recall off the top of my head of GW7 had anything like 4e's Skill Challenges? I used 'em, since I was familiar from 4e, and why not, but, if it didn't (or you just didn't use them, yourself), that's one thing that's quite different from GW7 ... another is that the characters aren't random, so you can have more buy-in/attachment to the PCs, and more potential for synergy from working together. So the experience might be different.</p><p></p><p>8 characters is a large group for any more tactical/turn-based game where everyone gets more or less equal time, most of the time. It's one thing when the focus of play moves among 'specialist' characters, to have to move it among 8 players - half of them can zone out, play on their phones, or whatever while another specialty's spotlight time is resolved - it's another when everyone needs to remain focused and enganged while 7 other players take their turns. Anyone slips out of it, and you're stuck bringing them back up to speed on their turn, which slows things down, which loses more players....</p><p>(... at the old FLGS, if we got 8 players at one Encounters table (or even 6 at several tables), we'd split it - one of the players would DM a separate table with half the players. It was better to have more tables with 4 players each, than fewer with 6+ each...)</p><p></p><p>Mind, there were times I just went ahead and ran for as many as 12 players, but I'd never recommend it...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9131866, member: 996"] GW has generally been a less serious 'beer & pretzels' sort of game that you play for fun, rather than for building deep stories or long campaigns, so even as a longtime fan going all the way back to the original Gamma World, I'm not offended that your players didn't take to it and want to play it for a long time. ;P Oddly, I can't recall off the top of my head of GW7 had anything like 4e's Skill Challenges? I used 'em, since I was familiar from 4e, and why not, but, if it didn't (or you just didn't use them, yourself), that's one thing that's quite different from GW7 ... another is that the characters aren't random, so you can have more buy-in/attachment to the PCs, and more potential for synergy from working together. So the experience might be different. 8 characters is a large group for any more tactical/turn-based game where everyone gets more or less equal time, most of the time. It's one thing when the focus of play moves among 'specialist' characters, to have to move it among 8 players - half of them can zone out, play on their phones, or whatever while another specialty's spotlight time is resolved - it's another when everyone needs to remain focused and enganged while 7 other players take their turns. Anyone slips out of it, and you're stuck bringing them back up to speed on their turn, which slows things down, which loses more players.... (... at the old FLGS, if we got 8 players at one Encounters table (or even 6 at several tables), we'd split it - one of the players would DM a separate table with half the players. It was better to have more tables with 4 players each, than fewer with 6+ each...) Mind, there were times I just went ahead and ran for as many as 12 players, but I'd never recommend it... [/QUOTE]
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