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General Tabletop Discussion
*TTRPGs General
What is your "perfect" sized gaming group?
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<blockquote data-quote="howandwhy99" data-source="post: 5695452" data-attributes="member: 3192"><p>10+ are by far my favorite for both running and playing, but smaller isn't necessarily bad either. 3 or less can get really hard though and just aren't as fun, if only because there aren't as many contributing.</p><p></p><p>I've said this before, but a single Caller for the group or one for each group if they split up is essential to fast pacing. In almost every case where the players do not work as a team or treat the game as if they each must take turns playing to the referee the game quickly turns to suck. What do I do as a player on my off time? Sit on my hands? The DM is the only one engaged at every moment in the latter case. </p><p></p><p>I much prefer the DM engaged only when the necessary and everyone else engaged 100% of the time. Yeah, there are casual players, folks who like to sit back, but that's at there option. He who hesitates is lost and all that. It's certainly their option though to not contribute.</p><p></p><p>Here's a big game example: I ran a two session Dread game at a friend's con and it went very well even when the group of eleven split in two. As the referee I simply walked between the two rooms they choose to separate themselves into and responded to everything each was trying to do. They loved it. I simply did not need to be in the room for them to keep engaging in game play for at least 5 minutes. And when they came back together the heavy party interaction continued. For much of the game I just watched, they did not. They were all concentrating hard, thinking about everything going on, and what they wanted to do next. Sleep dep was the only reason the game eventually slowed down.</p><p></p><p>It isn't always like that. I believe groups need to learn how to coordinate themselves. Plus, in early sessions or even just beginning a normal session action typically begins slowly, but pacing and involvement are far more dependent on the player group than on me. My top talking speed (like any other participant) is the only real impediment on my end. Well, that and knowing what's going on behind the screen. If none of the players take any actions, I end up sitting there anyways watching the game clock tick by for when I need to present the next timed event.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5695452, member: 3192"] 10+ are by far my favorite for both running and playing, but smaller isn't necessarily bad either. 3 or less can get really hard though and just aren't as fun, if only because there aren't as many contributing. I've said this before, but a single Caller for the group or one for each group if they split up is essential to fast pacing. In almost every case where the players do not work as a team or treat the game as if they each must take turns playing to the referee the game quickly turns to suck. What do I do as a player on my off time? Sit on my hands? The DM is the only one engaged at every moment in the latter case. I much prefer the DM engaged only when the necessary and everyone else engaged 100% of the time. Yeah, there are casual players, folks who like to sit back, but that's at there option. He who hesitates is lost and all that. It's certainly their option though to not contribute. Here's a big game example: I ran a two session Dread game at a friend's con and it went very well even when the group of eleven split in two. As the referee I simply walked between the two rooms they choose to separate themselves into and responded to everything each was trying to do. They loved it. I simply did not need to be in the room for them to keep engaging in game play for at least 5 minutes. And when they came back together the heavy party interaction continued. For much of the game I just watched, they did not. They were all concentrating hard, thinking about everything going on, and what they wanted to do next. Sleep dep was the only reason the game eventually slowed down. It isn't always like that. I believe groups need to learn how to coordinate themselves. Plus, in early sessions or even just beginning a normal session action typically begins slowly, but pacing and involvement are far more dependent on the player group than on me. My top talking speed (like any other participant) is the only real impediment on my end. Well, that and knowing what's going on behind the screen. If none of the players take any actions, I end up sitting there anyways watching the game clock tick by for when I need to present the next timed event. [/QUOTE]
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