DICE PACKS BUNDLE
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  1. #11
    I'm running seven in my Saltmarsh game now. I do not have a problem. Luckily, there are no druids summing lots of npcs to manage, but I do have one players with an animal companion to account for. Not an issue as long as the pace stays quick.

  2. #12
    I have run 5E and 3.5 with 3 (worked great). Oh, and 2E with between 3 and 6, almost forgot them! I have run with as many as 12 (on a floor, in person...less than ideal, but still worked mostly). My current epic campaign (which started for 3 players, and has been run for two other groups - one of 4 and one of 5) is working well.
    > When the 3-person version of this campaign started it was an 8yr old, 10 yr old and their Dad. This used FGC in person at their house combined with minis on a mat.
    > When it was re-purposed several years later for adults, it swapped to 4 players. This was the full time switch to FGU and Discord - friends spread around country.
    > Now it's a second adult group of 5. Still on FGU with Discord - friends spread around country.
    > Each version has included the same 2 NPCs in the group (as a small military unit) giving the PC Officer some soldiers to actually command. So...it's KINDA like having 7 characters (the PCs and I share control of the NPCs)...though now one of those PCs also has a squire, so it's a HUGE party (8 humanoids, mounts, a large dog, and a pseudodragon familiar) so the CT can get filled up pretty quick.

    One of my players is also my sometimes DM, and he runs his Call of Cthulhu and homebrew game for 6 players (I observe and post stupid pictures to taunt them in Discord; they use Roll20, but we can't all be wise). Another of my players runs a 5E game using roll20 and Discord with some of the same players (she uses more pre-made modules, but usually tweaks heavily), she has 5 players in hers.

  3. #13
    I have 5 in one group and 6 in another. It's only a problem for high-level play, or if multiple players aren't familiar with the FGU interface. For newbies who I'd have to walk through every step I'd limit it to 3 or 4 players. One advantage of having a larger group is that you can avoiding cancellations if only 1-2 players are absent.

  4. #14
    Myrdin Potter's Avatar
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    6 players. We play weekly and are all adults with jobs and kids and life. Pretty common that 2 cannot make it any particular week, so that means 4 players (we control the characters of the missing players).

    We have 2 GM's so can do one shots if the mian one running something cannot make it.

    Having a game the fires every week at the same time has lead to my main game going over 10 years now. 6 players has worked best for that.

    BTW - Mothership is good for 3-4 players and one shots.
    Ultimate License. Running Cyberpunk Red and Mothership. Asks lots of questions. Mgpotter.com. PureVPN is a tested solution to run games when traveling. https://billing.purevpn.com/aff.php?aff=33044

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