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<blockquote data-quote="Bleys Icefalcon" data-source="post: 5578194" data-attributes="member: 6670542"><p><strong>Larger groups can be problematic</strong></p><p></p><p>In my experience, with every version 1-4 and all the various hybrids out there, is the larger the group, the less dominate players actually get less rp time than they would with a smaller group. The golden number I always shoot for is 5, 5 players. It always works out to be the magic number, the most awesome adventures, the greatest role play, the perfect mix of personalities and think power for issues they are facing. Less and the problem solving aspect starts to fall off, and more, even 1-2 more, things get bogged down.</p><p> </p><p>Rounds of Combat: They get long, really long. You have their characters with their special abilities, spells, skills, rolls - you have the NPCs they are controlling, you have all of the NPCs, Monsters and other outside of the party control factors - it adds up, especially if we're talking 8+ players.</p><p> </p><p>Role Play: The more dominant, extroverted and simply better players will still be just that, and they will command the majority of time from the DM, whereas the less apt, more intoverted and submissive player will quickly start to feel on the short end of the stick - even moreso in a bigger group. No one wants to simply cheer on someone else all the time, they to have a say and do something too.</p><p> </p><p>Opinions are like....: I have found with a bigger group, there are more personailities, and it ALWAYS seems to end up with more inter-party conflict, the one thing I detest most in the campaigns I run. Differing opinions are normal, and should be a part of any role playing game, yet, when those differences of opinion between only a few of the players become the dominating factor for everyone else at the table - to the point that nothing else gets done during the entire gamin session... well, with a smaller group, less friction. Of course the DM should take actions to squash these conflicts when they become troublesome - to the point they adversely impact the enjoyment of everyone else present, yet, the perpetrators will vigorously argue they are "only playing their characters". I end these by introducing a few not so random, random encounters. After the third band of Dire Fiendish Fae-Touched Werebear Berserkers in a row, they start to get the message. Problem is, I don't like having to go to the Dire Fiendish Fae-Touched Werebear Berserkers at all.</p></blockquote><p></p>
[QUOTE="Bleys Icefalcon, post: 5578194, member: 6670542"] [b]Larger groups can be problematic[/b] In my experience, with every version 1-4 and all the various hybrids out there, is the larger the group, the less dominate players actually get less rp time than they would with a smaller group. The golden number I always shoot for is 5, 5 players. It always works out to be the magic number, the most awesome adventures, the greatest role play, the perfect mix of personalities and think power for issues they are facing. Less and the problem solving aspect starts to fall off, and more, even 1-2 more, things get bogged down. Rounds of Combat: They get long, really long. You have their characters with their special abilities, spells, skills, rolls - you have the NPCs they are controlling, you have all of the NPCs, Monsters and other outside of the party control factors - it adds up, especially if we're talking 8+ players. Role Play: The more dominant, extroverted and simply better players will still be just that, and they will command the majority of time from the DM, whereas the less apt, more intoverted and submissive player will quickly start to feel on the short end of the stick - even moreso in a bigger group. No one wants to simply cheer on someone else all the time, they to have a say and do something too. Opinions are like....: I have found with a bigger group, there are more personailities, and it ALWAYS seems to end up with more inter-party conflict, the one thing I detest most in the campaigns I run. Differing opinions are normal, and should be a part of any role playing game, yet, when those differences of opinion between only a few of the players become the dominating factor for everyone else at the table - to the point that nothing else gets done during the entire gamin session... well, with a smaller group, less friction. Of course the DM should take actions to squash these conflicts when they become troublesome - to the point they adversely impact the enjoyment of everyone else present, yet, the perpetrators will vigorously argue they are "only playing their characters". I end these by introducing a few not so random, random encounters. After the third band of Dire Fiendish Fae-Touched Werebear Berserkers in a row, they start to get the message. Problem is, I don't like having to go to the Dire Fiendish Fae-Touched Werebear Berserkers at all. [/QUOTE]
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