Preferred Party Size (# not category)


Pathfinder First Edition General Discussion


I'm not good at concise, but the subject is pretty much it. How many people are players in your preferred group.

I like a "fuller" team. 3 is really my minimum, but I played a few pick up sessions with just 2 before the main story started that went okay.

I guess I'm kind of basic/classic, but I love the 4 or 5 person party (more towards 5) for a broader coverage of ideas and features.

As a semi-occasional GM, I've got a story line that I really need/want 7 players for. It's a bit of a fan service to a book series I love (World of Kate Daniels anyone?)

I've played in a store game with ~15 for a few sessions that was "interesting". And, I have no desire to ever play solo, but that's just me.

So, . . . ., what do you all like? Or do you even care?


As a player, I like small parties... like 3 characters... no pets... let's do this. You are always doing something, turns come back around quickly. Things are intense because you are always borderline short staffed. I love the challenge/solution matrix of a small party, I feel it forces creative gameplay.

As a GM, I still prefer smaller parties compared to larger ones. Turns are quicker, less to keep track of... enemies don't die before everyone gets a turn. It is so tedious, almost boring/lame when you have Player-A TWF'ing, Player-B with Rapid Shot/Manyshot, Player-C has an Animal Companion... NPC-A is TWF'ing, NPC-B has Rapid Shot/Manyshot, NPC-C has an Animal Companion... as the list gets longer, the turns take longer, it's a drag.


I agree. Managing combats is the one area where you can say (almost always) that a smaller group makes things better. But, perversely, it's more fun for me to see a map (or mental image) with several players on the field. The bigger group does sometimes force you to bone up on your strategy, game mastery, and time economy, just to combat the turn lag boredom.


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4-6 player characters is the optimal group size to me.

We also implemented house rules that each character was allowed only one other permanent combat controllable character (such as animal companions, mounts, undead, etc). Basically you can only have thing you control beside your character with an exception for when you summon multiple summoned creatures with a single spell.

This doesn't mean you can't have a familiar, or even multiple different things you could choose between to go into combat with you, but you only get to choose one and the others don't exist for the purposes of combat.

I have definitely played with necromancer characters in the past that had teams of undead and it was awful.

For comparison's sake, we usually have 4-6 players in the Starfinder and PF2 games we played but those games seem to go much quicker. I think just because the complexity of options available in those game is less than that of PF1.


I have to cry partial foul on myself tangential to another thread. There is ONE thing that I CAN'T allow myself to play. Characters with multiple pets. I love the concepts (may still try someday), but it's way too much for me to manage with most groups. I'm also almost always the only one who wants a critter, and somehow that feels like I'm cheating the others on time. (Please folks, let that one slide. Mini confession, but I don't wish to derail my own thread :p)


There has dedinitely been a learning curve for me as a GM...

To speed things up, I had TWF'ers and Rapid Shot'ers start rolling in advance. Which worked until enemies started having nice things (like Cut From the Air and/or Opportune Parry & Riposte)... things that could negate incoming hits with a better, opposed roll. I suppose it's my fault for complicating things by giving the enemies such abilities... but it sucks watching entire gangs be butchered by Flurry of Bows before they can even engage the front line... gotta give them something to try combat the blizzard of bane arrows coming from the party's ZAM/Inquisitor sitting up there on their Flying Carpet.

I couldn't imagine running a large party where multiple people had pets, TWF'ing, multiple archers... I wouldn't have fun anymore, and that's a problem.

GM's need to have fun, too.


The store game GM with the party of 15 seemed to thrive on the challenge, but I think it was as much a mathematical/practical exercise as anything for him. Those sessions were nearly all combats oddly (too many voices for effective/story forwarding RP encounters). We actually got things down to a semi-efficient science (but this was 4e, and it's geared more for that type of play). We did eventually split, when another guy stepped up to help run store games.


4-6 players, depending on a few things. If you have a couple of players that don't always show up, then I want 6 players. If everyone is always there, every time without fail, then I want 4. the game plays fast and fun with 4-5, but 3 is usually too few to enjoy but 6 tends to bog things down. so having a couple of extra players to always guarantee 4-5 is where I like to be.

As mentioned above, we have also limited the "secondary" characters (no ediolon, no animal companions, no followers etc).


My main group consists of just 3 people. Me, my buddy Hister, and my friend J. So we play with a 2 man party usually. We thrive pretty well most of the time. I certainly enjoy the intimacy of such a small group


I'm old school and like large parties. 6-8 characters.


5, enough for all the usual roles to be covered even if everyone is a hybrid class


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I prefer to GM for 4 to 7 players. Especially at earlier levels because I like the increased APL and the wider options it gives me. Have 5 players at the moment.

I play an almost comically generous stat generation method for the same reasons. I think it ended up as about an 81 point-buy for the character with the best rolls (A Fetchling with 15, 20, 18 , 18, 15, 18 after racials). The lowest is just over a 60 point-buy.

I generally calculate that as adding an extra +2 APL after the normal increase for using the heroic array.


It sounds like I'm in the minority here, but I tend to prefer smaller groups of 3-5 players with a GM. It keeps the game running at a nice pace, there are enough players to have some fun party dynamics, and it's easier for us to meet and play regularly when we all have busy schedules.

I will also say that my first full game was actually a solo campaign; my GM adapted an adventure path to be played by one person. It was actually a really fun and low pressure way to get into the game, though my GM also seemed to be having fun fleshing out the world and playing many different characters. So I'd say there's a place for one person games too; you would just need a player and a GM who would enjoy that kind of experience.


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I was surprised to figure out that 3 players works best for my group. Everyone pays attention, everyone contributes, everyone has fun. With 4 players it already gets fragile, with 5 usually one player drops out mentally. It's similar with the group I am playing in, even though both groups have only two people in common.

And honestly, as a GM I enjoy that a party of 3 PCs is less powerful and has more gaps, so more encounters are actually challenging. I have to be careful with disabling effects (getting reduced to 2 active PCs is harsh), but the current campaign has few of them anyway. Next one will have hero points and a houserule inspired by hold person: If you get removed from battle by any effect but death, you can spend a full-round action to roll another save, each round. This way both sides can use battlefield control crap without spoiling the fun, hopefully...


I like the number to be between three and six, though I often have as many as eight, depending on who can make the two and a half-hour drive from Memphis to attend my sessions. We're going to have our first in-house game since March this coming Saturday, and as of today, I'll have five players, one who almost always has to play by Skype because she doesn't always get the chance to come down this way.

I have often GM'd for groups of higher than eight, and while that's more than I'm usually comfortable with, I manage to make it work.


The largest I've ever GM'd for is 16 for a club in high school. Never again. It was a disaster. I'm quite happy with my 2 man group I play with now


SheepishEidolon wrote:
I was surprised to figure out that 3 players works best for my group. Everyone pays attention, everyone contributes, everyone has fun. With 4 players it already gets fragile, with 5 usually one player drops out mentally.

That's interesting to me, because I would normally be inclined to include an extra person to account for the fact that someone is going to check out. But you saying fewer people encourages people to stay more involved gives me something to think about.

Anyway, I would usually say five people is my ideal. Four people to get the basics covered, and then one extra for the wildcard factor. And if a group doesn't have the bases covered in favor of additional wildcards, so much the better.


I don't care, as long as the GM doesn't cancel when 1-2 don't show up and the rest of us are eager to play.

Punishing all of us or one or two flakes is unfair, even if it is in the guise of good intentions like "I don't want them to miss the story" (clearly they didn't mind) or "to leave you shorthanded" (just downgrade the CR).

I had one GM who cancelled every session if we missed anyone...In a group with seven players.


The Vagrant Erudite wrote:

I don't care, as long as the GM doesn't cancel when 1-2 don't show up and the rest of us are eager to play.

Punishing all of us or one or two flakes is unfair, even if it is in the guise of good intentions like "I don't want them to miss the story" (clearly they didn't mind) or "to leave you shorthanded" (just downgrade the CR).

I had one GM who cancelled every session if we missed anyone...In a group with seven players.

Oh man... I see both sides of that issue.


The Vagrant Erudite wrote:

I don't care, as long as the GM doesn't cancel when 1-2 don't show up and the rest of us are eager to play.

Punishing all of us or one or two flakes is unfair, even if it is in the guise of good intentions like "I don't want them to miss the story" (clearly they didn't mind) or "to leave you shorthanded" (just downgrade the CR).

I had one GM who cancelled every session if we missed anyone...In a group with seven players.

At my table, if a player can't make it / doesn't turn up then their character is a player controlled NPC. I only intervene if the controlling player does something completely out of character.


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I DM'd a D&D2e game one time with 16 players. We had planned an all-day barbeque and game session with players who we used to play with but no longer lived close enough for them to gather in our group. It went surprisingly well, all things considered. Then they realized I'd dropped the entire party into The Land of the Lost and everyone threw their dice at me at once...lol. It took a few minutes for people to gather up their math stones but it was worth it.


The Vagrant Erudite wrote:

I don't care, as long as the GM doesn't cancel when 1-2 don't show up and the rest of us are eager to play.

Punishing all of us or one or two flakes is unfair, even if it is in the guise of good intentions like "I don't want them to miss the story" (clearly they didn't mind) or "to leave you shorthanded" (just downgrade the CR).

I had one GM who cancelled every session if we missed anyone...In a group with seven players.

this is exactly why we have 5-6 players in our group, that way if 1-2 don't show up, we still have 4-5 players which is enough for a good game.


I typically run with 3-5 players. Less players means more interaction/faster turns/faster decision making. Interesting thoughts on the 5+ players can lead to people kinda tuning out mentally when it's not their turn in combat and out of combat can be taken up by other players. I have definitely seen that occur.


I prefer to run a game for 4 - 6 players. If I ever get the chance to run for 7 or more again, I'll do as I have in the past and split them up into 2 different groups.

Its as much about game speed as it is about volume. I want to genuinely engage with my players. Trying to manage a real narrative connection with 7 people who in turn are sharing space around a table, the same air, body heat mingling, all fighting for their turn with the "conch" and such... it can be challenging.

With 1-3 players the narrative connection is easier but the strategic elements of the game are that much harder on both me and them. 4-6 people at a game is a manageable group of folks to really game WITH, not AT.


Scavion wrote:
I typically run with 3-5 players. Less players means more interaction/faster turns/faster decision making. Interesting thoughts on the 5+ players can lead to people kinda tuning out mentally when it's not their turn in combat and out of combat can be taken up by other players. I have definitely seen that occur.

yeah, too many people cause turns to take too long and thusly people tune out/get distracted. 4-5 seems the ideal number to prevent this.


I like 3-4. 5 max.

3 seems optimal for speed and enough roles covered while adding different points of view and rp interactions between players & GM. 4 is a bit slower but offers a bit more of the later...or it can.

4 the game speed is generally okay. 5 it slows a lot. 6 it's a painful crawl. I honestly think this is why so many AP's go unfinished because as slow as it is for a player it's a nightmare for a GM especially at the higher levels. 6 can kinda work at low levels.

I'm not saying 6 player's can't be fun as sometimes the humour and different personalities and pc mechanics can add a lot. However, they can just as easily take away and almost certainly slow the game down.

Of course the GM and players matter. A really adept GM with no overly demanding players can have a quick orderly game with more players than a lacking GM and inconsiderate players.

I find sometimes when there is a game and only 2 or 3 people show up you get more done that night then with a full group.

If I ever GM again I would aim to keep the group at 3-4 players at least for Pathfinder. Something like Deathwatch could be run with 2-3 players. ;)


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Andostre wrote:
That's interesting to me, because I would normally be inclined to include an extra person to account for the fact that someone is going to check out. But you saying fewer people encourages people to stay more involved gives me something to think about.

Oh, I started with 5 players, it's just that two dropped out lately. I chose to only GM when all remaining 3 are around, which can be troublesome at times - today our session got delayed, again. Still, agreeing on common play times is easier with less people - though not as easy as I would have hoped.

Lemartes wrote:
A really adept GM with no overly demanding players can have a quick orderly game with more players than a lacking GM and inconsiderate players.

We figured out that technology can really help. In Roll20 you can combine many rolls to a single macro, like a full-attack, including crit confirmations and special effects on hit. As the GM I only have to type the macro name (such as #020) to let it all happen. Example macro for a cornugon, copy and adapt as you like:

Spoiler:

Devil with a spiked chain goes on a rampage!
ATT [[1d20+26]] [[1d20+21]] [[1d20+16]] [[1d20+22]] [[1d20+22]]
(Crit) [[1d20+26]] [[1d20+21]] [[1d20+16]] [[1d20+22]] [[1d20+22]]
DMG [[2d6+11]] [[2d6+11]] [[2d6+11]] & stun (F) [[2d8+5]] [[2d6+5]]
Unholy [[2d6]] [[2d6]] [[2d6]] [[2d6]] [[2d6]]

After this experience I even consider using scripts at offline sessions, maybe starting Roll20 just for the macros...


I like running for 3 players, I can keep a group that small engaged even if they aren't gamers and I can easily tailor the game to the sort of game and characters they all like.

I'll run as many as 6 if I have to, the game won't be as well run, but if everyone wants to play and not just socialize, then I could make it work. Any more than 6 and everyone needs to be actively moving the game along and be willing to get personal roleplay in on the side without distracting from the group's play.

I think the largest group I ran for was about 10 playing once a month for a couple years. Character balance was all over the place, so I was essentially running two combats every encounter. One for the powerful and one for the weak, and not everyone knew which group they should be on. Loot was soaked up by louder personalities, people who were just there to socialize complained and had no idea what was happening. I've been asked to run that game again, even by people I was sure weren't enjoying it, but I thought it was an enormous pain. I'd use a much simpler game system for a group that large if I tried it again.


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SheepishEidolon wrote:
Andostre wrote:
That's interesting to me, because I would normally be inclined to include an extra person to account for the fact that someone is going to check out. But you saying fewer people encourages people to stay more involved gives me something to think about.

Oh, I started with 5 players, it's just that two dropped out lately. I chose to only GM when all remaining 3 are around, which can be troublesome at times - today our session got delayed, again. Still, agreeing on common play times is easier with less people - though not as easy as I would have hoped.

Lemartes wrote:
A really adept GM with no overly demanding players can have a quick orderly game with more players than a lacking GM and inconsiderate players.

We figured out that technology can really help. In Roll20 you can combine many rolls to a single macro, like a full-attack, including crit confirmations and special effects on hit. As the GM I only have to type the macro name (such as #020) to let it all happen. Example macro for a cornugon, copy and adapt as you like: ** spoiler omitted **

After this experience I even consider using scripts at offline sessions, maybe starting Roll20 just for the macros...

Yep Combat Manager is a godsend.... http://combatmanager.com/


I'm looking to try Astral for online and in person games.


Hugo Rune wrote:


At my table, if a player can't make it / doesn't turn up then their character is a player controlled NPC. I only intervene if the controlling player does something completely out of character.

This. We do cancel if two players are missing though, but thankfully that happens considerably less often.

ETA:

To actually answer the question in the OP: 4 or 5 is ideal. 3 or 6 is OK. Any more than 6 is starting to get unweidly.

One or two is potentially OK (less sociable than larger groups, but theoretically easier to organise), if the PCs have boosts to their capabilities to compensate for the reduced numbers. I have rules for 2 PCs in PF1 which seem to work pretty well (I also have rules written up for a single PC but they are as yet untested).

_
glass.


1 or 4-5.
2-3 is just a tad too little. 4-5 means more PC interaction and more ideas when you need them, and generally more fun OOC discussions. Sadly, due to real life issues my main group is often reduced to 3 players and we usually cancel if two have to miss a session. More than 5 gets to be too noisy and messy. 1-on-1 is an excellent way to play many games.


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The Vagrant Erudite wrote:

I don't care, as long as the GM doesn't cancel when 1-2 don't show up and the rest of us are eager to play.

Punishing all of us or one or two flakes is unfair, even if it is in the guise of good intentions like "I don't want them to miss the story" (clearly they didn't mind) or "to leave you shorthanded" (just downgrade the CR).

I had one GM who cancelled every session if we missed anyone...In a group with seven players.

My groups handle this by running missing character's as what we call "blue". It's a home game, and we all rotate turns as GM. Basically as long as no more than 2 are missing (out of a group of 6 currently), another player or the GM will "run" the missing player's character. We put them to the bottom of the initiative, they perform basic actions, we minimize any resource expenditure, and the character only earns base xp. This way we don't have to worry about weird split part story fudge ups, or missing too many sessions. Only exceptions are beginning and ending story arc sessions, so that people don't miss too much of the story. On balance, it works for us.

Thanks to everyone who's chimed in so far. Love the different perspectives.


I should say 4. But looking back, 3 has actually perhaps been better. There is a symmetry of 3 x players / 1 x GM...


I'm in the 3-5 range, and am playing all three at the moment right now. What's interesting is the difference in how we handle people not being getting involved.

The 3 player group is really relaxed about missing or moving sessions to accomodate real life, but once we start playing we're all very focussed on the game.

In contrast the 5 player game doesn't get cancelled unless the GM or 3 player are unable to make it, but it feels like there are more occasions where one player is at the table but disengaged from the action - and it's not always the same player, so it's not specific to an individual.

Silver Crusade

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Ran Feast of Dust with a rotating 8 player table. Most of the time there were six or seven character, but one weekend when everyone made it, I assigned one of the players to GM a second table and we completed a short dungeon crawl as two tables encountering the same dungeon in parallel universes (a DM fiat event that everyone went along with).

Very dramatic when we returned to a full table and finished the scenario as a full group.


Oli Ironbar wrote:
Ran Feast of Dust with a rotating 8 player table. Most of the time there were six or seven character, but one weekend when everyone made it, I assigned one of the players to GM a second table and we completed a short dungeon crawl as two tables encountering the same dungeon in parallel universes (a DM fiat event that everyone went along with).

Funnily enough, the adaptations I mentioned above were created to run Feast of Dust with two players.

_
glass.


I've found that any more than 8 pc's requires coGM's usually in charge of one aspect of the game eg combat, enviroment/weather, magic, plot/npc's etc...

ATM I'm running a group of 12 with one coGM for combat that meets for two days about once every 3 months that so far works well.

Communication is key!


What do you do to keep everyone on track and enthusiastic with a 3 month gap? My group attempts to meet every 2 weeks, and I'm the only one who has a consistent memory (mostly) of what we were doing last session each time.


My group met for the first time last Saturday since March 14th. There was the usual "I forgot what I can do at this level" chatter. But honestly, that happens when we meet on our regular every other week basis. I've been gaming with most of these people for over 30 years and as the default GM for most of that time I just patiently wait for people to get their crap together. Then we have fun.


Two week reminders via email. Once a month GM strat meeting via group chat. Two weeks out I send a leadup from where we left off.

The guys have their [expletive] together and plenty of time to plan.

The prebrief and set rules are explicit and the players well aware of time sucks and plan accordingly.

No AP's can be used as they allow to much pre prep.

I run a very sandboxy game and coGM's allow for party splits and active subplots.

As to the balance question. Don't bite off more than you can chew and running is a required tactical/survival choice.


Zotpox wrote:
No AP's can be used as they allow to much pre prep.

Why is pre-prep bad?


Andostre wrote:
Zotpox wrote:
No AP's can be used as they allow to much pre prep.
Why is pre-prep bad?

I'm guessing for the potential to accidentally meta game. With that much lead time, it might be hard not to flip to the wrong page, or come across spoilers when putting together your preparations.

Zotpox, thanks for the answer. We also run in a shared GM'ing sandbox world. I think the biggest thing for us is that since none of us are GM dominant in our gaming preferences, none of us are willing to note take or record as much as we maybe should. I'm the only one with a pretty solid memory for story continuity and (most) details, so re-caps normally fall to me. *shrug* We still have fun.


For me, 4-6 is great, for a specific number it depends on the players. Most of the time I think 5 is great for survivability, variety of skills/abilities, etc. If you've got 4 excellent players you might not need more. 6 is my max, more than that and the game slows down too much.

J


Sysryke is right in that with that much lead time and easy access to AP's, it is impossible not to meta game.

Audio record the sessions (cellphone works) and have a computer transcribe them into txt later.


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That's a great idea. I'm such a Luddite I wouldn't know how to make that work, or even have thought of it, but we do have a guy in the group who is quiet and techy enough, he could probably swing this. Cheers!

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