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<blockquote data-quote="Dinkeldog" data-source="post: 1046074" data-attributes="member: 195"><p>Great topic, Mark.</p><p></p><p></p><p></p><p>I'd say 5 or 6. At 4, players are too busy making sure you've got a healer, a trap-tripper, an arcane spellcaster, and a frontline fighter. Add one or two more and you can start getting some more interesting variations on party composition.</p><p></p><p></p><p></p><p>Ideally, I prefer a weekly weeknight game. If you can get a weekend every-other-week schedule going like clockwork, that's good, too.</p><p></p><p></p><p></p><p>For weekly, 3-4 hours. For weekend, 8-10 hours. </p><p></p><p></p><p></p><p>I went 70-30. I think the reason that my groups have worked so well is that we all seem to be about the same on that scale. Put in a little bit of role-playing to light up the world a bit, but we're all gamists at heart and like figuring out how to overcome challenges.</p><p></p><p></p><p></p><p>It depends on the nature of the book. Adventures should be print and softcover. They don't see perpetual use, so hardcover expense isn't necessary.</p><p></p><p>Player's classbooks are fine softcover. They're of limited use.</p><p></p><p>Monster books hardcover if of the length of the old MM or larger, they can be softcover if they're smaller--in the latter case they're again, probably not going to get lugged to every gaming session, and probably don't need the extra protection.</p><p></p><p>Campaign guides get huge amounts of abuse. Thank Deneir the FRCS came in hardcover--it's suffered enough abuse as it is.</p><p></p><p>EVERYTHING should come as pdf. There are just too many situations where having searchable files is useful.</p><p></p><p>Thanks very much for your time and indulgence... <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=":)" /> [/B]</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Dinkeldog, post: 1046074, member: 195"] Great topic, Mark. I'd say 5 or 6. At 4, players are too busy making sure you've got a healer, a trap-tripper, an arcane spellcaster, and a frontline fighter. Add one or two more and you can start getting some more interesting variations on party composition. Ideally, I prefer a weekly weeknight game. If you can get a weekend every-other-week schedule going like clockwork, that's good, too. For weekly, 3-4 hours. For weekend, 8-10 hours. I went 70-30. I think the reason that my groups have worked so well is that we all seem to be about the same on that scale. Put in a little bit of role-playing to light up the world a bit, but we're all gamists at heart and like figuring out how to overcome challenges. It depends on the nature of the book. Adventures should be print and softcover. They don't see perpetual use, so hardcover expense isn't necessary. Player's classbooks are fine softcover. They're of limited use. Monster books hardcover if of the length of the old MM or larger, they can be softcover if they're smaller--in the latter case they're again, probably not going to get lugged to every gaming session, and probably don't need the extra protection. Campaign guides get huge amounts of abuse. Thank Deneir the FRCS came in hardcover--it's suffered enough abuse as it is. EVERYTHING should come as pdf. There are just too many situations where having searchable files is useful. Thanks very much for your time and indulgence... :) [/B][/QUOTE] [/QUOTE]
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