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Thread: Number of Players

  1. #1
    Join Date
    Aug 1999
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    Winnipeg, MB, Canada
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    51

    Question Number of Players

    When I first started narrating, i had about 6 players. Each of them took a department head. It was hard and we eventually switched to DnD.

    Now that I'm starting up fresh, I have 3 players. I was thinking of putting them as CO, Cheif Security and Science Head. That should give them lots of screen time.

    What about other positions? NPC's for them all?

    How do the rest of you do it? Lots or few players? How do you assign positions, etc.

    Scotty

  2. #2
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    Well I assign players depending upon what type of character they want to play. They pick, and I fit 'em in, whereever possible.

    As far as numbers, well I'd say anything between 3 and 5 is an optimum number. We have 10 players in total, so tend to run with either 2 GMs in two groups, or run alternate adventures, and mix and match players.

    Three should be a fair number for a game.

    "You can't take a picture of this; it's already gone." -Nate Fisher, Six Feet Under.

  3. #3
    Join Date
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    My ideal group is 4 players

    But my current group is 6 and I love them all, go figure.
    Captain Zymmer
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    Admit nothing, deny everything and make counter accusations...

  4. #4
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    I have 4 players and whatever they feel they want they can get
    On the most part though, they like to start at low lvls without being in charge of anyone and work their way up. Most of my campaigns started as "below deck" where they did menial tasks and had "unexpected events" happen to them.
    "The misery of being exploited by capitalists is nothing compared to the misery of not being exploited at all."
    -Joan Robinson, economist

  5. #5
    Join Date
    Sep 1999
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    Melbourne, Australia. Winner of the First Trek Survivor Trivia Show, and Bearer of the Steve Long Pink Elephant Stamp of Learning. :)
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    My current group size is 4 players - Command, Medical, Operations and Security. I had a 5th player (Engineering), but other commitments forced his withdrawal from the games we are playing.

    Like all the others, 3-5 is an ideal group size, with 6 being the largest you'd want to cope with. Any larger, and you start running into the problem of "What can I do so that no-one gets bored?"; any smaller than 3, and you get the problem of "What can I give them that they'll be able to achieve without using NPCs too much?"
    The light at the end of the tunnel is the headlamp of an oncoming train. - Murphy's Law variant

  6. #6
    Join Date
    Oct 2001
    Location
    Ottawa, Ontario
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    My current Tabletop gives us:

    * The CMO
    * The Navigator
    * A Science Officer (not the chief, not yet)
    * A Tactical/Security Officer (not the chief, but 3rd in order)
    * The Engineer's Mate (next up for promotion to Chief if he ever decides to move on, or should something happen to him (insert evil laugh)).

    I'd really love to have an Ops officer and an XO, but we function just fine with those as NPCs (partly because it allows GM "override" on any given away mission cuz the XO is usually there, and on any given ship mission, cuz the Captain is usually there...)

    One of those always reverts to semi-PC status and whoever runs that episode keeps their character that way, and plays the Captain. Does well. The CMO is mine...

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  7. #7
    Join Date
    Jun 2000
    Location
    Ft Lauderdale, FL, USA
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    140
    I currently play Troupe Style, with 4 players each playing a command or department head officer (CO, Chief Science Ofcr, CMO, and Ops Mgmt Officer), as well as one more junior officers, senior NCOs, or civilian advisors (between the same four players, 2 junior tactical/security officers, a junior social science officer, a junior engineer, and a Cardassian ex-smuggler who advises on the criminal bands of the region).

    Before each session, I tell the players which players I *expect* to give screen time over the course of the session; the others get brief appearances, if at all.

    It's worked surprisingly well. I also give each player a chance to guest narrate a session during which I play one of the major NPCs (XO, Security Chief, Transporter Chief, or a senior Engineering NCO) and wear the 'producer' hat only to help in continuity and background matters that come up in play.



    BJ
    "Every subject's duty is the king's, but every subject's soul is his own." -- Shakespeare, Henry V

  8. #8
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    2 players. Normally one plays the captain, the other some other dept. head. I've had up to 4 players in the campaign at any time.
    "War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."

    John Stuart Mill

  9. #9
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    Our player breakdown is as follows:

    Captain (and primary GM)
    Science Division Admiral and Chief of Security (Assistant GM)
    First Officer
    Operations Officer
    Tactical Officer
    Engineering Officer
    Diplomatic Officer
    Mission Ops Officer
    Junior Science Officer
    Cardassian Security Officer/Obsidian Order agent (about to retire)

    "You can't take a picture of this; it's already gone." -Nate Fisher, Six Feet Under.

  10. #10
    Join Date
    Oct 2001
    Location
    Alexandria, VA
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    The longest-lived campaign I was involved in broke down as follows:

    Captain (co-GM)
    XO (co-GM)
    Chief of Sciences (PC)
    Chief Engineer (PC)
    CMO (PC) (when he showed up)

    We had a couple other PCs show up from time to time; most players ever in one episode was nine. I'll never have 9 players in the same game again. It was a mad house.

    Five players and myself is the best combination for me. It doesn't hurt if one of those other players also happens to be a GM.

  11. #11
    Join Date
    Jul 2001
    Location
    Ottawa, Ontario, Canada
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    4

    # of Players

    I would start by covering off each of the uniform colours / major fields (red, gold, blue - command, security, operations, engineering, medical, sciences). If you have a sufficiently large group of players you might want to specialize in particular skills (pilot, sensors, weapons (tactical), shuttle, transporter). These considerations might be tempered by the type of campaign that you anticipate running. As to the size of our game. I have been running for over two years, once a week, with an average of about seven players each week, though there are currently about ten or twelve player characters. The largest single session had nine player characters / players. I don't normally play unless someone else has taken over the GM role. Needless to say we are having a blast.

  12. #12
    Join Date
    Nov 1999
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    Québec, Québec, Canada
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    I usually run games with 6 players no more no less.

    It's a great number to fit around a table and it allow specialisation enough, without too much redudancy.

    Can't explain why, but i find myself bored with less than 4 players. Weird quirk of mine i guess.

    Oh and for those curious, i once ran a game of Star Wars RPG with 12 players. The trick there is to stay away from combat, focusing on activities that require one skill roll to resolve. Oh and setup an area with munchies and video games for those that aren't involved when the group is split up. And make them understand it's gonna work that way from the beginning.
    Jesus saves... and takes half damage.
    --+
    (www.btvs-rpg.net)

  13. #13
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    We're now up to 4-6 players. The reliable players have lead characters in dept. head positions (captain, tac, and CMO), while the others are more modular & can drop in and out of the adventure as need be.
    "War is an ugly thing but not the ugliest of things; the decayed and degraded state of moral and patriotic feelings which thinks that nothing is worth war is much worse. A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."

    John Stuart Mill

  14. #14
    Join Date
    Oct 2000
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    Sankt Augustin, Germany
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    103

    Cool Newbies opinion

    I'm new to the GM's seat, but I strongly favor a PC as CO.
    Security/Tactical, Conn and perhaps Engineer are good positions to keep players busy (avoiding boredom).

    Always disliked by many players of our group: Science.
    It seems a position to far away from "the action", but if you are not concentrating on stories on intelligence, interstellar war etc they come in handy, because the players are much more demanded to find a solution by themselves. Our group likes to rely on NPCs very much : "Can't Lt Anyone do this for us? Afterall he IS our local capacity on Temporal Dynamics Inside Inverted Warp Shells...!"

    Speaking of Temporal... ever had a player arguing with you about the CONSISTANCY of a time travel episode for one whole hour!!!
    "I know thy ways, demon! And I have lore enough to kill thee!"
    "Nay, thou art helpless in my arms as a naked baby."

  15. #15
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    Canonsburg, Pennsylvania
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    My current players (when I can get them together) number 4, plus me. But we run 7 bridge-level characters, because I play 2 major NPC's, and one of my gamers plays 2 characters sumultaneously (she's very good). I used to only play 1 NPC, but my Klingon Engineer dropped out early on when he got a new job, married, and moved away all inside of one month.

    I like small, living-room groups, and I likely wouldn't play more than 4-5 others again. I was a player in a group of 10, once, and just felt steamrolled by some of the others.
    "It's hard being an evil genius when everybody else is so stupid" -- Quantum Crook

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