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Group Size for Traveller-RPG

How many players are minimum for a roleplaying-group?


  • Total voters
    99
at this time we all should consuder ourselvs lucky just to get two or three people togather....just look at the recruiting section...and read some orther sections....nobody is talking about large groups any more... :(
 
Right about that TJ... Maybe I should think about telecomuting to a game, maybe via Roger Wilco or something. Or netmeeting? That'd actually be kinda cool. ;)

RV
 
For me, I find that I need 2 players to have my gming "Wheels" keep turning; one player doesn't provide enough sparks.

My ideal group is about 5 players.

Maxmimum useful group size, for me, is 8. Any more and thee's too much overlap.

I know a gent who ran a game with 22 players. FTF game, not PBEM. For a PBEM, there really is no limit.
 
I ran a Pirate campaign where the players each had two characters. That way the crew of the ship was fully crewed by PCs'. The only down side of this situation was when you split up in groups, you had to have those two charcaters go together or one of them would become a NPC. Having to GMs is a must ofr any large group.
 
I like to run games where there are 3-5 players with 8 being my comfort limit. I've done up to 14 and I find it very draining for a four hour session. Any lower number and I have to have the players roll up a second character to run (This is also good when you are expecting a high body count for the particular scenario.)

Traveller is rather unique in the fact that skills are randomly rolled and you may not get anyone with the right skill or killed in character generation before the skill is at a usable level. A quirk of the generation process. That quirk also gives me my own special view of Traveller--the very first character I rolled up was a pirate that was killed before he reached the end of his first term lol.

Here's to a Great, and occasionally Quirky, Game;
Lord Iron Wolf
 
For D20, four to six players seems about right (from the player's point of view). Fewer, and you absolutely have to multi-class....

I ran a fairly long Shadowrun (2nd ed) game. I preferred running with four for most game sessions, could run with six okay, tried ten once and hated it (it was a one-shot game, thankfully). I also had some very fun solo sessions.
 
well in my opinion... a 3-4 guys and a Hot role playing chick (lisagb there is always room at our table for you). Also I suggest the group go easy on the soda and the fast food or else it will smell like a vargr ship before long.
 
I think the sweet spot for roleplaying groups is quite narrow.

If you have a group of n people, the number of possible interactions between people in the group is proportional to n (n-1) /2.1 This is a quadratic relationship.
  • For two players there is one path (1 <-> 2)
  • For three players there are three paths (1 <->2, 1 <-> 3, 2 <->3)
  • For four players there are six possible paths
  • For five players there are 10 possible paths
  • For six players there are 15 possible paths
  • And so on ...
For some coefficient k, we get an amount of interaction in the group of k n (n-1) /2, measured in terms of interactions per unit of time. Too little interaction and the party is too dead, too much and it's a cacophony. Different groups will have different values of k, but you will note that the value of n (n-1) /2 varies quite wildly with a small change in the number of players n. Therefore, +/- 1-2 players can make a very large difference to the dynamics in the group.

My experience is that the sweet spot for most games is around 4-6 players plus a referee unless you have very high-initiative players that are really in tune with your game world. I don't think the genre makes a lot of difference, but a party that's too large can get a bit unwieldy in Traveller.

1 Note that this is an upper bound of sorts. It describes the number of possible paths of interaction rather than the number of actual interactions.
 
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Once you get above about 8 players, they naturally break into teams. Keep in mind, Gygax routinely ran 12-20 player groups in D&D - by having a caller or two (or more).

John's 35+ player Traveller game worked similarly.
 
I have run anywhere from 1 to 6 players, and think that 3 is about the minimum for a good session. However, I do allow each of my players to run 2 to 3 characters in the game, so the party can be larger than that.
 
I have run anywhere from 1 to 6 players, and think that 3 is about the minimum for a good session. However, I do allow each of my players to run 2 to 3 characters in the game, so the party can be larger than that.

I agree with everything you wrote.

I've found that with only two players things tend to fall a bit flat.

Three to six players is a good size for me. (I've never been one for huge player groups the way some people like. My current Monday night group consists of seven players total, with one Referee and six players at a session.)

When I get around to running my Traveller game I'll be having everyone roll up two three PCs. They can either have the extra PCs be part of the team, or hired on as crew to handle needed positions, or held offscreen until needed.

I think having additional PCs along for the ride, like the Hireling rules from D&D makes a lot of sense. They can help aid in lots of situations, and are on standby if a PC bites the dust.

But too many Players can bog down an evening -- at least for me.
 
One is enough......3 to 4 are preferable.....5 to 6 about tops out an easily manageable group size for me. I have run up to 12 at once, and find larger groups to be more work than fun.
 
i think 3 is a minimum, but 4 or 5 is optimal. 6 is the most players I would want to deal with, it can get bogged down with larger groups.

for traveller, the number of crew staterooms on the ship you intend to use is another issue to consider. the free trader and far trader both have 4 crew staterooms, which puts crew from 4 to 8. a smaller crew has fewer costs, but about 5 can be useful in combat easily (pilot, engineer, 2 gunners, and damage control). the ship designs tend to push towards that 4 or 5 player group size.
 
Fixed the poll and voted ... one is enough to play and have fun, but I am not sure I would conciser a 'group' of one.
 
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