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How many gamers ACTUALLY play in AL?
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<blockquote data-quote="kbrakke" data-source="post: 6655133" data-attributes="member: 6781797"><p>I have no data to back this up, but I suspect places with large variance in players will experience this more. For me, we started with 3 up to 5 people and had a blast playing the starter set, spending as much time as we wanted on every part and getting really in to the role play. When the group got up to 7 players I had to be more strict about faffing about, as with that many people in one game I think it's better to keep it focused to prevent it from feeling stagnant. Even with this many players, because it was consistently the same 7, we were able to build our story together through Rise of Tiamat.</p><p></p><p>In the most recent season we have had more trouble as we consistently get 2 tables, but then sometimes drop to 1, meaning I am DMing most of the time, but get to play once a month or so. Additionally if we drop to 1 table, people in my group get mixed with the other group, leaving a narrative disconnect. If you have to worry about groups constantly switching tables, to keep a semblance of a story line, it's important to have everyone on a similar schedule. I would personally prefer stores like this run expeditions, but their time frame makes that much harder. So at the end of it, the intended pickup and play nature tends to push DMs in to a more focused style. This works great with expeditions where everything is a small adventure in a larger world, not necessarily connected to the other adventures, but poorly for something like PotA where you really want your group to explore the world and have their decisions matter. </p><p>TL;DR: If your store has high fluctuation in players, running a sandboxy story driven AP will be harder, running small bite sized adventures with a similar theme will be easier. I think you can do a lot with either, but it depends on the DM</p><p></p><p>Unrealted, I am lucky to never have to deal with evil characters. I am dming at gencon, so perhaps having that wider experience will open me to the horrors of the chaotic evil player in a Lawful Evil player's clothing.</p><p></p><p>EDIT: I guess my whole point boils down to consistency. When you are consistently with the same people, you have the freedom to build stronger bonds. If you don't know who will be at your table week to week it's hard to get that same level of intimacy. If you [practicalm] get the same group week in and week out they will 100% enjoy a more involved game. If you have more unstable tables than that, it will be harder, but you can pull it off with some work.</p></blockquote><p></p>
[QUOTE="kbrakke, post: 6655133, member: 6781797"] I have no data to back this up, but I suspect places with large variance in players will experience this more. For me, we started with 3 up to 5 people and had a blast playing the starter set, spending as much time as we wanted on every part and getting really in to the role play. When the group got up to 7 players I had to be more strict about faffing about, as with that many people in one game I think it's better to keep it focused to prevent it from feeling stagnant. Even with this many players, because it was consistently the same 7, we were able to build our story together through Rise of Tiamat. In the most recent season we have had more trouble as we consistently get 2 tables, but then sometimes drop to 1, meaning I am DMing most of the time, but get to play once a month or so. Additionally if we drop to 1 table, people in my group get mixed with the other group, leaving a narrative disconnect. If you have to worry about groups constantly switching tables, to keep a semblance of a story line, it's important to have everyone on a similar schedule. I would personally prefer stores like this run expeditions, but their time frame makes that much harder. So at the end of it, the intended pickup and play nature tends to push DMs in to a more focused style. This works great with expeditions where everything is a small adventure in a larger world, not necessarily connected to the other adventures, but poorly for something like PotA where you really want your group to explore the world and have their decisions matter. TL;DR: If your store has high fluctuation in players, running a sandboxy story driven AP will be harder, running small bite sized adventures with a similar theme will be easier. I think you can do a lot with either, but it depends on the DM Unrealted, I am lucky to never have to deal with evil characters. I am dming at gencon, so perhaps having that wider experience will open me to the horrors of the chaotic evil player in a Lawful Evil player's clothing. EDIT: I guess my whole point boils down to consistency. When you are consistently with the same people, you have the freedom to build stronger bonds. If you don't know who will be at your table week to week it's hard to get that same level of intimacy. If you [practicalm] get the same group week in and week out they will 100% enjoy a more involved game. If you have more unstable tables than that, it will be harder, but you can pull it off with some work. [/QUOTE]
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