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<blockquote data-quote="aramis erak" data-source="post: 8387814" data-attributes="member: 6779310"><p>I like groups of GM+4-6. Why? the creative synergy which I've usually found absent in GM+2p (or the one GMless I've run enough to have an opinion, 0GM+3p). Past 6, it gets harder and harder to run and too long between players in most games.</p><p>3p is my flat minimum for home games.</p><p>Most I've seen recommend 4-6, tho' a few are fewer... </p><p><em><u>Freemarket</u></em> is limited by deck availability; GM needs one, so the 5 decks mean GM+4p</p><p><em><u>Warhammer FRP </u>3E</em> is similarly limited by the base action cards; the core box is intended for 2-3 players plus GM; extra packs of character storage box and more base cards were available.</p><p>Mouse Guard is intended for 3-4; it plays fine with minimal adjustment up to 7p. (adding extra encounters at 5+)</p><p>I've seen a few which had 4-8, but not recently. One of those was pretty darned close to a boardgame.</p><p>I know that the Victory Games <em><u>James Bond</u></em> RPG had provisions for GM+1 - play a double-oh.</p><p></p><p>Mekton's <em><u>Operation Rimfire</u></em> includes 10 pregen PCs... but assumes not <em>all</em> will be used as PCs.</p><p></p><p>Why so few GM+1 games? I suspect because it's hard to produce broadly competent characters who are also not übermenschen. And moreover, it requires the GM to work in a different way... You can't rely upon the synergy of players to come up with additional takes. It almost requires a fail-forward approach... almost.</p><p></p><p>GM+2? I've seen a lot of adventures for 2-4 for non-D&D games. Including Tunnels and Trolls. (Interesting side note: most of the solos can be run with multiple characters; they tend to be marked by "total combat adds"...)</p><p></p><p>Note that there are over a hundred solo (GM-less single player) modules for <em><u>Legends of the Ancient World</u></em>; it is highly compatible with its inspiration, <em><u>The Fantasy Trip</u></em>. TFT itself had about 10, and more are coming for the "Legacy Edition" (which has several substantial changes from the original, but is largely stat-compatible). </p><p><em><u>Tunnels and Trolls</u></em> has dozens as well. </p><p>I'm aware of 5 for <u><em>Car Wars</em></u>, 3 of those supporting also <em><u>Highway:2000</u></em> and <em><u>Battlecars</u></em>.</p><p>These are halfway between gamebooks and standard adventures. </p><p></p><p>Then there are the gamebook RPGs... <em><u>Tunnels and Trolls</u></em>, <em><u>Fighting Fantasy</u></em>, <em><u>Lone Wolf</u></em>, and others.</p><p></p><p>Yeah, i know, T&T is in multiple categories. The Corgi editions included a quickstart version of the core rules in the solo adventures they reprinted... making them gamebook RPGs - everything needed to play except the dice. The Flying Buffalo versions <em>usually</em> do not.</p><p></p><p>The success of the gamebook RPGs is that they said, "Here, try this... and if you want more, you can buy more, but here also are the tools for a player to «write the book» during play with a few friends..."</p><p></p><p>Recommended number of players is so often 3-6 that listing it is generally redundant... except for component heavy games like WFRP3 and Freemarket, where the components are in fact a limit.</p><p></p><p>For DL5A (<em><u>DragonLance 5th Age</u></em>), I found that 6p really benefitted from two decks instead of one... so I bought a spare. up to 4p on one deck was fine, but 6 resulted in just too many shuffles, and 5 was suboptimal. Similar issues for <em><u>Castle Falkenstein</u></em>.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8387814, member: 6779310"] I like groups of GM+4-6. Why? the creative synergy which I've usually found absent in GM+2p (or the one GMless I've run enough to have an opinion, 0GM+3p). Past 6, it gets harder and harder to run and too long between players in most games. 3p is my flat minimum for home games. Most I've seen recommend 4-6, tho' a few are fewer... [I][U]Freemarket[/U][/I] is limited by deck availability; GM needs one, so the 5 decks mean GM+4p [I][U]Warhammer FRP [/U]3E[/I] is similarly limited by the base action cards; the core box is intended for 2-3 players plus GM; extra packs of character storage box and more base cards were available. Mouse Guard is intended for 3-4; it plays fine with minimal adjustment up to 7p. (adding extra encounters at 5+) I've seen a few which had 4-8, but not recently. One of those was pretty darned close to a boardgame. I know that the Victory Games [I][U]James Bond[/U][/I] RPG had provisions for GM+1 - play a double-oh. Mekton's [I][U]Operation Rimfire[/U][/I] includes 10 pregen PCs... but assumes not [I]all[/I] will be used as PCs. Why so few GM+1 games? I suspect because it's hard to produce broadly competent characters who are also not übermenschen. And moreover, it requires the GM to work in a different way... You can't rely upon the synergy of players to come up with additional takes. It almost requires a fail-forward approach... almost. GM+2? I've seen a lot of adventures for 2-4 for non-D&D games. Including Tunnels and Trolls. (Interesting side note: most of the solos can be run with multiple characters; they tend to be marked by "total combat adds"...) Note that there are over a hundred solo (GM-less single player) modules for [I][U]Legends of the Ancient World[/U][/I]; it is highly compatible with its inspiration, [I][U]The Fantasy Trip[/U][/I]. TFT itself had about 10, and more are coming for the "Legacy Edition" (which has several substantial changes from the original, but is largely stat-compatible). [I][U]Tunnels and Trolls[/U][/I] has dozens as well. I'm aware of 5 for [U][I]Car Wars[/I][/U], 3 of those supporting also [I][U]Highway:2000[/U][/I] and [I][U]Battlecars[/U][/I]. These are halfway between gamebooks and standard adventures. Then there are the gamebook RPGs... [I][U]Tunnels and Trolls[/U][/I], [I][U]Fighting Fantasy[/U][/I], [I][U]Lone Wolf[/U][/I], and others. Yeah, i know, T&T is in multiple categories. The Corgi editions included a quickstart version of the core rules in the solo adventures they reprinted... making them gamebook RPGs - everything needed to play except the dice. The Flying Buffalo versions [I]usually[/I] do not. The success of the gamebook RPGs is that they said, "Here, try this... and if you want more, you can buy more, but here also are the tools for a player to «write the book» during play with a few friends..." Recommended number of players is so often 3-6 that listing it is generally redundant... except for component heavy games like WFRP3 and Freemarket, where the components are in fact a limit. For DL5A ([I][U]DragonLance 5th Age[/U][/I]), I found that 6p really benefitted from two decks instead of one... so I bought a spare. up to 4p on one deck was fine, but 6 resulted in just too many shuffles, and 5 was suboptimal. Similar issues for [I][U]Castle Falkenstein[/U][/I]. [/QUOTE]
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