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More the merrier? I don't think so.
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<blockquote data-quote="Gotham Gamemaster" data-source="post: 3285679" data-attributes="member: 36175"><p>While I agree that a 4 player game flows smoothly, my problem with it is that I hate running 3 player games---and with only 4 players, the odds that you'll only have 3 players at any given session (from absences of any kind) is too great to make 4 viable for me. In addition, some adventure publishers (Paizo, Necromancer) seem to work more with a 6 player ideal (I'm thinking of the Adventure Paths, specifically). Finally, having more than 4 players helps add some character classes beyond the wizard/cleric/rogue/fighter mix.</p><p></p><p>Thus, my ideal is 5-6 players to not only weather the storms of players coming and going but also for ease of use in running some of the better adventures out there--and this does cause me some issues when running WoTC adventures which more strictly adhere to the 4 player standard.</p></blockquote><p></p>
[QUOTE="Gotham Gamemaster, post: 3285679, member: 36175"] While I agree that a 4 player game flows smoothly, my problem with it is that I hate running 3 player games---and with only 4 players, the odds that you'll only have 3 players at any given session (from absences of any kind) is too great to make 4 viable for me. In addition, some adventure publishers (Paizo, Necromancer) seem to work more with a 6 player ideal (I'm thinking of the Adventure Paths, specifically). Finally, having more than 4 players helps add some character classes beyond the wizard/cleric/rogue/fighter mix. Thus, my ideal is 5-6 players to not only weather the storms of players coming and going but also for ease of use in running some of the better adventures out there--and this does cause me some issues when running WoTC adventures which more strictly adhere to the 4 player standard. [/QUOTE]
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More the merrier? I don't think so.
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