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*TTRPGs General
Ideal group size, is two PCs enough?
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<blockquote data-quote="innerdude" data-source="post: 7135633" data-attributes="member: 85870"><p>For Savage Worlds, running with fewer PCs is generally not a problem in my experience. Adding "extras" to your PC's party is pretty much a given; with fewer PCs, just make sure you plan to include them by default. Use the "extras" character sheet and let the players run 'em; it doesn't take much to run them on top of their PCs. Also, Savage Worlds' combat scaling is usually pretty straightforward---- 4-5 "mooks" = 1 wild card, in most circumstances, and wild card NPCs/foes are pretty easy to match to the party's capabilities. </p><p></p><p>As far as pacing, if there's "downtime" between encounters, have some additional non-combat encounters ready, or puzzles, or heck, introduce a new complication along the way. One of the things I absolutely love about GM-ing Savage Worlds is that the party can switch goals or move to a new location on a dime, and I don't worry about having an inappropriate encounter ready, or whatever, because you can easily create something on the fly that's plausible, challenging, and fun. </p><p></p><p>All in all, my response is not to worry too much. Even if it's a "problem," it's one that generally seems to take care of itself, at least in my experience with SW.</p></blockquote><p></p>
[QUOTE="innerdude, post: 7135633, member: 85870"] For Savage Worlds, running with fewer PCs is generally not a problem in my experience. Adding "extras" to your PC's party is pretty much a given; with fewer PCs, just make sure you plan to include them by default. Use the "extras" character sheet and let the players run 'em; it doesn't take much to run them on top of their PCs. Also, Savage Worlds' combat scaling is usually pretty straightforward---- 4-5 "mooks" = 1 wild card, in most circumstances, and wild card NPCs/foes are pretty easy to match to the party's capabilities. As far as pacing, if there's "downtime" between encounters, have some additional non-combat encounters ready, or puzzles, or heck, introduce a new complication along the way. One of the things I absolutely love about GM-ing Savage Worlds is that the party can switch goals or move to a new location on a dime, and I don't worry about having an inappropriate encounter ready, or whatever, because you can easily create something on the fly that's plausible, challenging, and fun. All in all, my response is not to worry too much. Even if it's a "problem," it's one that generally seems to take care of itself, at least in my experience with SW. [/QUOTE]
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