Is 4-6 player's a rule or a preference?

4 players plus GM is the overall average, and the baseline for the math involved in CR, EL, etc. It is by no means a requirement, but I think it's a mighty sweet spot. My preferred minimum is 3 + GM, my favorite is 4 + GM, the most I will do any more is 5 + GM. I tried to run 6 + GM a couple of times, and it was a disaster ... too many people all scrambling for a little bit of GM attention, too many side conversations striking up, etc.

-The Gneech :cool:
 

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kigmatzomat said:
It's up to you. I generally prefer somewhat larger groups. Back in college I ran a campaign that averaged 11 players. At it's peak there were 17 and the low was 9. It lasted for 2.5 years with a core of about 6 players surviving the whole thing.

My current game has 7 players and no one seems to have a problem with getting enough face time or backstory.

There are some tricks to it, though. At 6 players you need to set ELs at average party level +1, while at 8 players you need APL+2. Unless you want massive character deaths, never choose a single creature who's CR is >APL+4. Despite the party's increased power as a group, they aren't as strong as individuals. So bump up numbers when you have high CR creatures.

Treasure can be hard to balance. The dice will conspire to give one person tons of gear and screw someone else. (One year the dice refused to give a magic sword as random treasure) In a party of 4 it's easier to notice but with 6+ it's easy to get lost.

Consider doing an audit of each PC when they level to find out who's got lots and who's got none. Be prepared to seed the treasures occassionally with stuff for a particular player. If that doesn't feel right, turn some of the items to cash or other valuables that the party can divvy up.

With large numbers comes conflicting party goals. Barring cohorts, try to generate NPCs the party trusts. When people start bickering use Wis checks to think to check with an NPC ally for advice. Though it adds more work to the game, I'm happy that there are 2 cohorts IMC b/c it gives me two different voices to express opinions. Both cohorts want to do what's best for their Leaders but generally want to keep the "band of heroes" together for their own good.

Last night I had the first session of my new season. The friend sat in. I didn't let her play any pcs or npcs, she watched the entire 6 hours. She seemed to blend in well with the remaining group. And the group asked her to come back and welcomed her to join.

After session she approached my girlfriend and I about joining the campaign on a permanent basis. I have the apprehensions I've already listed. My biggest peeves about her are her dice rolling (she rolls every single dice individually --- i won't let her play a spellcaster). and she hasn't played 3.x in two years. Plus the doctors thing worries me, but I've known her for a long time and she's always seen a doctor. That said her her willinginess to sit through 4 hours of charcter creation after game and to relearn the rules made me feel comfortable enough to go through with it.

At least for the next two or three months we will only have 6 players as one of my players is having a baby. Six players is my comfort zone so I shouldn't have too many problems with it.

When I get the seven, I'll have to make sure I follow a lot of the advice provided here and other threads about maintaining a large group (or larger than normal). What I'm doing withthe current six is to make sure that at least two of them have something meaty from their background added to the story per session. Different people every week. I use DMGenie and have okay'd it with the rest of the group to automatically roll initiative which saves a considerable amount of time.
 

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