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<blockquote data-quote="spatulalad" data-source="post: 565483" data-attributes="member: 9393"><p>My group is 5 players. Fixer, Sleuth, Snoop, Soldier, and Wheelman. So far, its been great fun, and nobody (to my knowledge) has felt left out of the action. And this is counting a few moments where one of them separated from the group to do his own investigation elsewhere. </p><p></p><p>I've gotten very good at cross-cutting between each agent and giving them all a little spotlight time. Its especially neat when you can cut right at a suspenseful moment; the other players get into the thriller aspect of the game, wondering what will befall each other's characters. </p><p></p><p>Things tend to get a little goofy with combat, though. Most people's cinematic gunbattle models feature one or two characters fighting together, not half a dozen. Therefore, especially in close-quarters, things get more chaotic, confused and there's a lot of agents nearly shooting each other. I've had them shoot up through the floor they KNEW a fellow agent was standing on and then the same agent turning around and shooting through a smoke grenade cloud, also knowing there was an agent on the other side. </p><p></p><p>Chases can also be a little hard, as typically you have one agent driving (Wheelman) and the others trying to find ways to contribute. This means a LOT of shooting at the bad guy's cars, which makes sense in some ways, but with four guns blazing away out of the windows, sunroof, and back, it also can lead to very, very short chases. </p><p></p><p>No easy solutions for this, and I do agree that smaller groups work better for this sort of game. My best advice is as above: Give everybody something to do, and give them all spotlight time.</p></blockquote><p></p>
[QUOTE="spatulalad, post: 565483, member: 9393"] My group is 5 players. Fixer, Sleuth, Snoop, Soldier, and Wheelman. So far, its been great fun, and nobody (to my knowledge) has felt left out of the action. And this is counting a few moments where one of them separated from the group to do his own investigation elsewhere. I've gotten very good at cross-cutting between each agent and giving them all a little spotlight time. Its especially neat when you can cut right at a suspenseful moment; the other players get into the thriller aspect of the game, wondering what will befall each other's characters. Things tend to get a little goofy with combat, though. Most people's cinematic gunbattle models feature one or two characters fighting together, not half a dozen. Therefore, especially in close-quarters, things get more chaotic, confused and there's a lot of agents nearly shooting each other. I've had them shoot up through the floor they KNEW a fellow agent was standing on and then the same agent turning around and shooting through a smoke grenade cloud, also knowing there was an agent on the other side. Chases can also be a little hard, as typically you have one agent driving (Wheelman) and the others trying to find ways to contribute. This means a LOT of shooting at the bad guy's cars, which makes sense in some ways, but with four guns blazing away out of the windows, sunroof, and back, it also can lead to very, very short chases. No easy solutions for this, and I do agree that smaller groups work better for this sort of game. My best advice is as above: Give everybody something to do, and give them all spotlight time. [/QUOTE]
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