Mannahnin
Scion of Murgen (He/Him)
The early modules gave you a pretty high recommended character count, but they generally expected you to be running one character each, and maybe adding a couple of NPC hirelings if necessary to fill out the group if it was small.If you want to go back that far. In 1E & 2E we usually had two PCs, and modules made it clear thats what it took for a normal party. You had your main and your backup in case your main died. Then you'd bring in a new 1st level secondary PC. That was pretty standard even after I made it to college and met with other gaming groups. I'd join and they'd tell me to roll up two PCs. That didn't even include hirelings and henchmen, who usually stayed with the camp unless specifically needed. With 3E, it was clear the were going for a four person party so it was just one PC although everybody playing a party NPC for combat to take load off the DM was pretty common.
B1, Keep on the Borderlands:
This module has been designed to allow six to nine player characters of first level to play out many adventures, gradually working up to second or third level of experience in the process. The group is assumed to have at least one magic-user and one cleric In It. If you have fewer than six players, be sure to arrange for them to get both advice and help in the KEEP. For example, they should have advice from a friendly individual to “stay near the beginning of the ravine area, and enter the lower caves first”, to avoid their getting into immediate trouble with higher level monsters. Likewise, the services of several men-at-arms* must be available to smaller parties, If only two or three player characters are to adventure, be sure to have a non-player character or two go along, as well as a few men-at-arms. In addition, give the player characters a magic dagger or some magic arrows and at least one potion of healing - family bequests to aid them in finding their fame and fortune when they go against Chaos.
The DM should be careful to give the player characters a reasonable chance to survive. If your players tend to be rash and unthinking, it might be better to allow them to have a few men-at-arms accompany them even if the party is large, and they don’t attempt to hire such mercenaries*.Hopefully, they will quickly learn that the monsters here will work together and attack intelligently, if able. If this lesson is not learned, all that can be done is to allow the chips to fall where they may. Dead characters cannot be brought back to life here!
I've heard a fair number of folks talk about how their player groups were never big enough for the recommended numbers, so they adopted a kluge of running multiple characters each, but I don't remember any of TSR's modules saying this was expected practice or "normal".
This is a bit different/distinct from groups which had the practice of folks rolling up a second, back-up character in high lethality games, especially ones where character generation was a bit involved. Like AD&D can be, or Pendragon is, for example.
Or the 1E DMG suggesting that in an open world-style game with shared time tracking, if a player had one character stuck "off-board" during a long overland trip or healing from wounds or doing spell research or something, that it would be common practice to play their henchman in the interim or start up a second PC to play while your primary was out of action waiting for the calendar to catch up to them.
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