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What is it about a game that influences average party size?
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<blockquote data-quote="Sunseeker" data-source="post: 5287730"><p>I always thought the ideal number was somewhere between 6 and 8. As you say, it allows specialization, but it also aims for good teamwork. There are a lot of good classes in every game, but when groups get smaller, it really only starts to allow for the "base" classes, and only one of them at best, sometimes two.</p><p></p><p>I also like how with slightly larger parties, it makes games less dependent on one player. When your group is around 8, you often have more than one meat-shield, multiple casters, and an assortment of others. That way if there is an emergency IRL, someone can leave and it's not going to make the game unplayable. This is the problem my deadlands group has atm, there are only 3 of us, and each runs a "buddy" NPC, making for a total of 6 characters, however, if someone is out for the week, we've lost a 3rd of the group, and the group cannot play.</p><p></p><p>I like teamwork, I always have, the "i'm so awesome at what I do, I don't need you" character really has no business being in the party to being with. And with less specialization, there's less pressure to "min-max" your character, and build something a little more flavorful to your style.</p><p></p><p>But yes, in general, I think game speed is really the defining factor. But game speed varies from player to player and game to game, so that's a tricky one too. </p><p></p><p>Basically when I make games, I increase mob numbers, then difficulty. If the team of 5 plows through 5 mobs, well maybe I'll make that 10 mobs. If they trash that, then maybe it'll become 8 mobs, but 3 times as strong. I make NPCs easier to intimidate(as more people=bigger threat), while I make them harder to sweet-talk, as the 7 people standing behind you make them less trusting of you.</p><p></p><p>With better players, I also give "turn timers", nice little 2 minute countdown to let them figure out what they need to do and then do it.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5287730"] I always thought the ideal number was somewhere between 6 and 8. As you say, it allows specialization, but it also aims for good teamwork. There are a lot of good classes in every game, but when groups get smaller, it really only starts to allow for the "base" classes, and only one of them at best, sometimes two. I also like how with slightly larger parties, it makes games less dependent on one player. When your group is around 8, you often have more than one meat-shield, multiple casters, and an assortment of others. That way if there is an emergency IRL, someone can leave and it's not going to make the game unplayable. This is the problem my deadlands group has atm, there are only 3 of us, and each runs a "buddy" NPC, making for a total of 6 characters, however, if someone is out for the week, we've lost a 3rd of the group, and the group cannot play. I like teamwork, I always have, the "i'm so awesome at what I do, I don't need you" character really has no business being in the party to being with. And with less specialization, there's less pressure to "min-max" your character, and build something a little more flavorful to your style. But yes, in general, I think game speed is really the defining factor. But game speed varies from player to player and game to game, so that's a tricky one too. Basically when I make games, I increase mob numbers, then difficulty. If the team of 5 plows through 5 mobs, well maybe I'll make that 10 mobs. If they trash that, then maybe it'll become 8 mobs, but 3 times as strong. I make NPCs easier to intimidate(as more people=bigger threat), while I make them harder to sweet-talk, as the 7 people standing behind you make them less trusting of you. With better players, I also give "turn timers", nice little 2 minute countdown to let them figure out what they need to do and then do it. [/QUOTE]
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