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[DTA] Group Size

 
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bigsteveuk
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Joined: 15 Oct 2007
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PostPosted: Tue Feb 03, 2009 11:29 am    Post subject: [DTA] Group Size Reply with quote

Hi,

I was thinking of maybe picking up the DTA scenarios for my group, but I was concerned about group size.

I noticed that the pre-rolled characters are 4 in number, is this the ideal group size?

Cheers,

BigSteveUK

P.S This could be aimed at the game designers or someone who has played it with a large group?
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Wiggy
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PostPosted: Tue Feb 03, 2009 12:29 pm    Post subject: Re: [DTA] Group Size Reply with quote

bigsteveuk wrote:
Hi,

I was thinking of maybe picking up the DTA scenarios for my group, but I was concerned about group size.

I noticed that the pre-rolled characters are 4 in number, is this the ideal group size?

Cheers,

BigSteveUK

P.S This could be aimed at the game designers or someone who has played it with a large group?


Four is generally considered a good size. Too many and everything slows down, too few and there's not enough diversity. The adventures should work with any size group, as the Extras are encountered based on the party size.
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Other Mike
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PostPosted: Wed Feb 04, 2009 8:59 pm    Post subject: Reply with quote

Personally, I like 4 as a minimum and prefer 6. Beyond 6 ... though I can handle up to 8 ... there are too many.
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Tavis
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PostPosted: Thu Feb 05, 2009 7:25 am    Post subject: Reply with quote

Different settings suit different numbers of characters.

Pulp really does 'die', in my opinion, with too many characters to work with - I don't know why - but perhaps it has something to do with the general setting rules for most pulp systems (the wonderful DTA included) to making characters more resilient than in most other settings.

More resilient characters=less characters needed to make an encounter challenging rather than a walkover.

Take a 'standard' Fantasy genre party - A 'Front Line' Fighter (Resilience is Key!), A 'Second Line' Fighter (Support with a Spear, or a Swift Flanker type), A Sneaky 'Skills' Fellow (To do the practical things that others can't), A Ranged Combatant (The bad guys won't always come to you), A Master of Magic (Fight Fire with Fire!) and A Mystical Healer (To keep everyone going) - one of these will also usually double as a 'face' - the one that didn't use social interaction as a 'dump stat' as interaction with the common folk of the game world is often secondary to characters prowess in more 'practical adventuring' areas.

If your characters are going to recover a wound at the start of every 'act' then the Mystical Healer suddenly isn't really all that 'needed' any more. Equally in a world without 'magic' per se. neither is the Master of Magic ... which leaves us with Four - Two 'fighters' a 'Skills' guy and a 'Shooter'

Actually, in Pulp scenarios, often the 'face' character is as important, or more so, than the 'fighter', and will become a characters first string, rather than their second.

With the way that pulp tropes work, if the 'fighter' can't take down all the enemies that come along with a little support from his friends - then it was a fight he was already 'scripted' to lose - adding in a second 'fighter' type does one of two things - makes physical conflicts so short as to be unsatisfying to those that want to play the 'fighters' or forces the GM to put in so many foes that it becomes too threatening to the other characters.

That's just my take though, as YMMV.
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DerFinsterling
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PostPosted: Thu Feb 05, 2009 7:35 am    Post subject: Reply with quote

Tavis wrote:
Take a 'standard' Fantasy genre party - A 'Front Line' Fighter (Resilience is Key!), A 'Second Line' Fighter (Support with a Spear, or a Swift Flanker type), A Sneaky 'Skills' Fellow (To do the practical things that others can't), A Ranged Combatant (The bad guys won't always come to you), A Master of Magic (Fight Fire with Fire!) and A Mystical Healer (To keep everyone going) - one of these will also usually double as a 'face' - the one that didn't use social interaction as a 'dump stat' as interaction with the common folk of the game world is often secondary to characters prowess in more 'practical adventuring' areas.


That's a fine summary... Wink
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Tavis
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PostPosted: Thu Feb 05, 2009 7:43 am    Post subject: Reply with quote

Why thankyou, Markus.
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Wiggy
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PostPosted: Thu Feb 05, 2009 7:52 am    Post subject: Reply with quote

Tavis wrote:

Pulp really does 'die', in my opinion, with too many characters to work with - I don't know why - but perhaps it has something to do with the general setting rules for most pulp systems (the wonderful DTA included) to making characters more resilient than in most other settings.


Personal opinion: I like my pulp to be fast-paced from start to finish. With a larger group you have more PC combatants and more enemies to balance them, so once combat starts there is more gap between the players' action. That can lead to out-of-game discussions and a reduction in the frenetic pace.

Once you lose the players into discussions about last night's ball game or the lates Xbox release, bang goes the atmosphere you've built up. It's the same reason I prefer small groups for horror and investigation games.

Many pulp games are naturally taking inspiration from the books and movies. Generally, they involve a lone hero or small group. That hero needs to be tougher in order to survive the perils, and pulp rules often reflect this in some manner. Raiders of the Lost Ark with six main characters constantly in camera shot wouldn't have worked, IMHO.
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Other Mike
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PostPosted: Thu Feb 05, 2009 8:10 pm    Post subject: Reply with quote

Most movies and books can't deal with as many characters as a game can, so I'm not certain that's really a good example ... though the comments about the movie and books are certainly correct. And I do agree that a Pulp group gets too big faster than other genres. Of course, there are multiple factors that come into play for group size. How tough the characters are, what are the archetypes, expectations, and so on.

My experience so far has simply resulted in that I want a minimum of 4 players and that 6 worked out better. While I used a lot from the Pulp Toolkit (thanks for the great pdf, by the way), my pulp group is just hitting seasoned. Maybe higher ranks will be different?

As for archetypes, I have the great white hunter, the detective, the professor, the doctor, the annoying kid, and the Indian manservant/chauffeur/thief. Some are good at fighting, some shooting (or throwing) ... and some are just not so good in combat. In general, there is not a lot of overlap between what the characters can do.

Then of course, there are expectations. I come from playing the HERO System for many, many years, and while I still prefer it for Champions (Superheroes), combat got ... tedious ... for the "Hero Level" games that I prefer. In addition, our gaming group mainly plays D&D ... except when I take a turn as GM ... so I'll admit that what may seem like fast and smooth SW combat to us, might seem slow to someone else. Smile
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