Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is it about a game that influences average party size?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ariosto" data-source="post: 5288023" data-attributes="member: 80487"><p>If so many specializations are necessary, then so many characters (not necessarily players) are necessary. I think it tends more to put a lower bound on party size.</p><p></p><p>I am not expert on 4e, but I would not want to play a solitary rogue or wizard in that game. Even a party of three might be stretched thin, I think.</p><p></p><p>In old D&D, the viability of a single character really depends on what he or she is attempting.</p><p></p><p>With just two <em>players</em>, the game seems to me to lose some of the social aspect that I enjoy. With just one, there are of course only NPCs to interact with (unless the player is going to talk to herself). That said, it can be an interesting change of pace. High-level characters, in my experience, tend often to go off on their own or with but a henchman or two.</p><p></p><p>I am not seeing this "time alone" thing. I think it depends on the particulars of specialization. This logistical consideration informs the design of RPGs so that they tend to be about groups of people operating together.</p><p></p><p>There certainly can be issues of having enough distinctive positions to fill. A starship's crew in Traveller might have jobs for half a dozen different specialties, but most of those might not occupy more than one person at a time. There are often also economic pressures that tend toward giving one person a couple of jobs. </p><p></p><p>The likely time between player turns with the newer rules sets may to some extent bode against parties a dozen strong.</p><p>----------------------------------------------------------------------------------------------</p><p></p><p>The most common OD&D/AD&D party assumption I have encountered is 4-6 PCs, possibly with about as many henchmen.</p><p></p><p>Tournament scenarios overwhelmingly do not use henchmen, but often add more PCs to get maybe 8 or 9 players to a table. I think one reason is that it eases the logistics of tournaments. To provide half again or twice as many DMs and tables -- and score as many more teams -- makes it harder to accommodate as many players.</p><p></p><p>At a smaller convention, it might be preferable to have smaller teams. I don't know whether that figured in the production of, e.g., <em>Hidden Shrine of Tamoachan</em>. That already tense scenario can be tougher with more than three players, because of the real-time limit for completion.</p><p></p><p>Different sizes and compositions of parties are good for different missions. A small, lightly equipped group tends to be better for stealthy reconnaissance, while a big and heavily armed force is often better for an assault. If you're going into the wilderness, and might want or need to fight a force of hundreds of men or orcs, then high levels are certainly good but so are numbers.</p><p>------------------------------------------------------------------------------------------------</p><p></p><p>When it comes to total numbers in the campaign, games such as old D&D and Gangbusters were conceived with multiple "parties" in mind. The original D&D set suggests a referee: player ratio of about 1:20. Much interest is to be generated by the interaction -- often the opposition -- of the plans of various alliances.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5288023, member: 80487"] If so many specializations are necessary, then so many characters (not necessarily players) are necessary. I think it tends more to put a lower bound on party size. I am not expert on 4e, but I would not want to play a solitary rogue or wizard in that game. Even a party of three might be stretched thin, I think. In old D&D, the viability of a single character really depends on what he or she is attempting. With just two [I]players[/I], the game seems to me to lose some of the social aspect that I enjoy. With just one, there are of course only NPCs to interact with (unless the player is going to talk to herself). That said, it can be an interesting change of pace. High-level characters, in my experience, tend often to go off on their own or with but a henchman or two. I am not seeing this "time alone" thing. I think it depends on the particulars of specialization. This logistical consideration informs the design of RPGs so that they tend to be about groups of people operating together. There certainly can be issues of having enough distinctive positions to fill. A starship's crew in Traveller might have jobs for half a dozen different specialties, but most of those might not occupy more than one person at a time. There are often also economic pressures that tend toward giving one person a couple of jobs. The likely time between player turns with the newer rules sets may to some extent bode against parties a dozen strong. ---------------------------------------------------------------------------------------------- The most common OD&D/AD&D party assumption I have encountered is 4-6 PCs, possibly with about as many henchmen. Tournament scenarios overwhelmingly do not use henchmen, but often add more PCs to get maybe 8 or 9 players to a table. I think one reason is that it eases the logistics of tournaments. To provide half again or twice as many DMs and tables -- and score as many more teams -- makes it harder to accommodate as many players. At a smaller convention, it might be preferable to have smaller teams. I don't know whether that figured in the production of, e.g., [I]Hidden Shrine of Tamoachan[/I]. That already tense scenario can be tougher with more than three players, because of the real-time limit for completion. Different sizes and compositions of parties are good for different missions. A small, lightly equipped group tends to be better for stealthy reconnaissance, while a big and heavily armed force is often better for an assault. If you're going into the wilderness, and might want or need to fight a force of hundreds of men or orcs, then high levels are certainly good but so are numbers. ------------------------------------------------------------------------------------------------ When it comes to total numbers in the campaign, games such as old D&D and Gangbusters were conceived with multiple "parties" in mind. The original D&D set suggests a referee: player ratio of about 1:20. Much interest is to be generated by the interaction -- often the opposition -- of the plans of various alliances. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is it about a game that influences average party size?
Top