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General Tabletop Discussion
*Dungeons & Dragons
Player Numbers - The Sweet Spot?
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<blockquote data-quote="pming" data-source="post: 8321192" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>5. After that. 3.</p><p>Avoid all even numbers. Why? In my experience, it encourages splitting the party. "Ok, we could go left or right...how about three of us go left, and three of us go right?". The human brain is apt to want to "divide things equally" (we like symmetry), and as a group oriented game, RPG's encourage fairness...and nothing is more fair that 50/50. So if one side goes left and two of them die... that's ok because the side that didn't suffer losses can argue it could have just as easily been them. It also removes the feeling of responsibility as they can point to the even split as "it could have gone either way". Also, there are no "ties" for decisions (do we go to Town A, or press on an extra day to Town B?)</p><p></p><p>But...have a group of 5...well, NOW it's not even. Two guys one one way, three go the other. No matter WHAT side suffers losses, the argument/feeling will be either: (A) "Well what did you expect!?! There were only TWO of us!"... or... (B) "We might have been ok if you two didn't go the other way!". (meaning the players are FAR less likely to split the party because of this).</p><p></p><p>So...yeah. Avoid even number players. Personally I like 3 or 5. The only games where I don't mind even numbers are Call of Cthulhu (because, lets face it, when the poop hit's the spinning blades, it's every man/woman for themselves! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ...or any Super-Hero game (because they all work together as a team 9/10 times, and the time they don't it's because one PC is a 'lone wolf' type or 'stealth oriented', and everyone buys into that as the Players choice.</p><p></p><p>D&D though? I'll take 3 or 5 please, not 4. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8321192, member: 45197"] Hiya! 5. After that. 3. Avoid all even numbers. Why? In my experience, it encourages splitting the party. "Ok, we could go left or right...how about three of us go left, and three of us go right?". The human brain is apt to want to "divide things equally" (we like symmetry), and as a group oriented game, RPG's encourage fairness...and nothing is more fair that 50/50. So if one side goes left and two of them die... that's ok because the side that didn't suffer losses can argue it could have just as easily been them. It also removes the feeling of responsibility as they can point to the even split as "it could have gone either way". Also, there are no "ties" for decisions (do we go to Town A, or press on an extra day to Town B?) But...have a group of 5...well, NOW it's not even. Two guys one one way, three go the other. No matter WHAT side suffers losses, the argument/feeling will be either: (A) "Well what did you expect!?! There were only TWO of us!"... or... (B) "We might have been ok if you two didn't go the other way!". (meaning the players are FAR less likely to split the party because of this). So...yeah. Avoid even number players. Personally I like 3 or 5. The only games where I don't mind even numbers are Call of Cthulhu (because, lets face it, when the poop hit's the spinning blades, it's every man/woman for themselves! ;) ...or any Super-Hero game (because they all work together as a team 9/10 times, and the time they don't it's because one PC is a 'lone wolf' type or 'stealth oriented', and everyone buys into that as the Players choice. D&D though? I'll take 3 or 5 please, not 4. :) ^_^ Paul L. Ming [/QUOTE]
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Player Numbers - The Sweet Spot?
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