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<blockquote data-quote="Celebrim" data-source="post: 8990295" data-attributes="member: 4937"><p>In my experience, what is best depends on how many players you have. The more players you have the more you need some obvious in the setting goal for the group to achieve and a hook to get them started. The fewer players you have, the more you can serve the individual goals of players as the primary focus of the campaign. To me the cut off is at 4 players. Below 4 players and individual goals can dominate. If you have only 1 player, you don't need to impose any structure. Two or three players can usually negotiate their own group goals. But at 4 players and up, you really need to have some larger structure to bring the group together, make sure everyone has something to do, make sure that the group doesn't break up into several campaigns simultaneously, make sure that the most extroverted player at the table doesn't dominate the play, make sure that the group doesn't fight over spotlight, reduce the chance of intraparty conflict due to conflicting goals, and so forth. By the time you get up to 8 players, individual goals have to be basically abandoned as there just isn't enough spotlight time to share across all the disparate goals and you need ensure everyone has something to work towards collectively. By the time you get up to 12 players, you need a Caller and all the other artifacts of Gygaxian play as outlined in the 1e DMG including Haven and Delve formats so that a player missing that week doesn't stop play from happening.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8990295, member: 4937"] In my experience, what is best depends on how many players you have. The more players you have the more you need some obvious in the setting goal for the group to achieve and a hook to get them started. The fewer players you have, the more you can serve the individual goals of players as the primary focus of the campaign. To me the cut off is at 4 players. Below 4 players and individual goals can dominate. If you have only 1 player, you don't need to impose any structure. Two or three players can usually negotiate their own group goals. But at 4 players and up, you really need to have some larger structure to bring the group together, make sure everyone has something to do, make sure that the group doesn't break up into several campaigns simultaneously, make sure that the most extroverted player at the table doesn't dominate the play, make sure that the group doesn't fight over spotlight, reduce the chance of intraparty conflict due to conflicting goals, and so forth. By the time you get up to 8 players, individual goals have to be basically abandoned as there just isn't enough spotlight time to share across all the disparate goals and you need ensure everyone has something to work towards collectively. By the time you get up to 12 players, you need a Caller and all the other artifacts of Gygaxian play as outlined in the 1e DMG including Haven and Delve formats so that a player missing that week doesn't stop play from happening. [/QUOTE]
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