In
my last post I talked about digging on the full group of six players I currently have. Of course that might change before too long (in the last year I’ve had a total of four new players come and go, and three regulars who have not missed a game), but after many years of no gaming it’s kind of a treat to see six players at the table. In all honesty, six is about as many people as our current host can handle (and I stand up for the entire session) in the spot we have (his wife’s fabric workshop in the back studio).
OK, so I got some comments that mentioned the amount of players those particular GM’s preferred in their gaming sessions. Here’s what some of the had to say:
Barking Alien said: …”Its also funny what a full group consitutes for some GMs as opposed to others. I pretty much don't feel like gaming if there aren't at least 3 or 4 players. For me a full group is more like 7 or 8. My current Mutants & Masterminds campaigns averages 8-9. If everyone showed every time we'd have 11 people…”
Sir Larkins sez: …”Seven or eight players for me is way too many. I'm most comfortable with three to four…”
Felipe Budinich said: …”Heh the full group concept also strikes me as funny, usually I have two players, over 4 players and i feel that it gets too crowded…”
So like a lot of things it’s “to each his own.” Space restrictions probably have a lot to do with it. For instance, at this point I can phone in AD&D 1st ed. (30 damn years), so I’m pretty sure I can handle seven or 8 people without serious detriment to the amount of role-playing or amount of time combat takes in my game. But for now I think 6 is going to have to be the cap. The only exception I might make to that is if a girl comes along wanting in on the campaign, if only to keep poor Terry from being the only girl in the group (I actually think she likes that, but that may be a subject for another post).
So I like six for D&D, but what about my couple of other favorites that I had successful campaigns with over the years? Well, in the past I was usually able to get all my players into other alternate genres, specifically Call of Cthulhu and Champions. In the 90’s when I tried to turn the groups on to one of these games, half of them groaned about it (especially the girls), but once they got characters created and got a game in under their belts, they often preferred them to my D&D!
For Champions it was hard for me to handle upwards of six people. Just so much math and crunch. This one particular regular player of mine from the 90’s, “Planet” Janet, was so bad at math (and usually so stoned on tequila and pot) that I had to do it all for her. Champions actually helped my math – heaven forbid you should actually learn or grow in some way from gaming.
I really preferred 2-4 players for Champs. If I only had three players, I would usually do the “street level” type characters. Fighting gang members and serial Killers was usually pretty easy to adjudicate. Ironically, when I had five or six players, it made sense to do the “Super Group” type games, even though it would include tons of super-attacks and tons of crunchy stuff that was just so time-consuming. Those powerful superhero fights took forever. With our current sessions happening for just three hours on a Wednesday night, I doubt we could have Champions as an alternate.
Call of Cthulhu was also a game I think I would have preferred to have like three players for, but my players in the 90’s ended up liking it so much that when we played it as our D&D alternative everyone showed up.
There was one memorable CoC game I ran in the mid-90’s with just three players that was kind of a gas. On a Saturday afternoon my three female players were hanging out in Lisa’s pad above the Hollywood Bowl, and they called me (at home…dateless) to see if I felt like coming over there to run some Call of Cthulhu. That was a session that went late into the night, and there wasn’t even anything of a supernatural nature going on (although I added in a “bump in the night” or two). Basically it was around 5 hours of the girl’s characters hanging out in Arkham shopping, cruising for guys at the Speakeasy, and looking for fun at the nightclub (that one of the characters was a torch singer at). It was one of those games that just would not have worked that well with 5 or more players. I would have needed some beastie to show up to spice things up.
Preferences aside, different group sizes usually create different gaming experiences. But what is your preference?