IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> So, how many runners in your group?
Wakshaani
post Jun 16 2007, 12:11 AM
Post #1


Shooting Target
****

Group: Members
Posts: 1,598
Joined: 24-May 03
Member No.: 4,629



The thread about small groups made me suddenly wonder how big the average group was, these days. Three? Four? Six? Ten?

How many Runners does your group have?
Go to the top of the page
 
+Quote Post
bibliophile20
post Jun 16 2007, 12:22 AM
Post #2


Running Target
***

Group: Members
Posts: 1,180
Joined: 22-January 07
From: Rochester, NY
Member No.: 10,737



Two in mine, currently hunting for more.
Go to the top of the page
 
+Quote Post
sunnyside
post Jun 16 2007, 12:26 AM
Post #3


Neophyte Runner
*****

Group: Members
Posts: 2,444
Joined: 31-December 06
Member No.: 10,502



I'm doing one with one.

Typically I do 2-4, three or four is pretty ideal. Five is pushing it.
Go to the top of the page
 
+Quote Post
Kyoto Kid
post Jun 16 2007, 12:39 AM
Post #4


Bushido Cowgirl
*********

Group: Members
Posts: 5,782
Joined: 8-July 05
From: On the Double K Ranch a half day's ride out of Phlogiston Flats
Member No.: 7,490



...for the Rhapsody in Shadow team we have five

For the SR4 campaign that alternates every other week with Rhapsody we have four
Go to the top of the page
 
+Quote Post
djinni
post Jun 16 2007, 12:48 AM
Post #5


Moving Target
**

Group: Members
Posts: 777
Joined: 22-November 06
Member No.: 9,934



the last group I played with we had 13...
but looking for a new group that one is well...bad...
Go to the top of the page
 
+Quote Post
Kyoto Kid
post Jun 16 2007, 12:53 AM
Post #6


Bushido Cowgirl
*********

Group: Members
Posts: 5,782
Joined: 8-July 05
From: On the Double K Ranch a half day's ride out of Phlogiston Flats
Member No.: 7,490



QUOTE (djinni)
the last group I played with we had 13...
but looking for a new group that one is well...bad...

...I would have hated to be the GM for that. Combat must have taken days to play out.
Go to the top of the page
 
+Quote Post
djinni
post Jun 16 2007, 12:57 AM
Post #7


Moving Target
**

Group: Members
Posts: 777
Joined: 22-November 06
Member No.: 9,934



QUOTE (Kyoto Kid)
QUOTE (djinni)
the last group I played with we had 13...
but looking for a new group that one is well...bad...

...I would have hated to be the GM for that. Combat must have taken days to play out.

the main reason I left...it was my job to kill half the party in the initial meeting (the troublemakers)...alot of the time that took half the night.
Go to the top of the page
 
+Quote Post
Lordmalachdrim
post Jun 16 2007, 02:33 AM
Post #8


Target
*

Group: Members
Posts: 88
Joined: 22-August 03
From: Central New York
Member No.: 5,531



My longest running SR game had 6.

My 3rd Ed groups hovered around 6 as well.

At one point I had a group of 22 players. Before you freak out I have to tell you that they didn't all show up for every run. Basicly a run would be availbile and some would turn it down others wouldn't. And some wouldn't be able to make it to the game. This was in college so I was running a game Friday, Saturday, and Sunday nights with the same general pool of players. It became a nightmare to keep track of everything after a while but it was fun while it lasted.

Right now I'm slowly putting together a 4th ed game and don't yet know the player numbers.
Go to the top of the page
 
+Quote Post
Crusufix
post Jun 16 2007, 04:55 AM
Post #9


Target
*

Group: Members
Posts: 43
Joined: 12-December 06
From: Calgary, Canada
Member No.: 10,351



Usually it's 4.
Occasionally a 5th will join.
Go to the top of the page
 
+Quote Post
adamu
post Jun 16 2007, 05:08 AM
Post #10


Snakehandler
*********

Group: Dumpshocked
Posts: 7,454
Joined: 28-April 06
From: London, England
Member No.: 8,508



Back in the glory days of university - we had eight hard-core players and one single long-running campaign. GM duties rotated. Average all-day Saturday turnout was 6 or 7. That was table-top.

Now that I can only play here - the game I run started out with 12 one-person games, coalesced into two games of 6 and 4 (we lost two players).

A bit lopsided right now, but give me some time....

Historical facts aside - I think six is a MAX, but 3-5 optimal. Higher end of that if they are low-power characters.
Go to the top of the page
 
+Quote Post
edrift101
post Jun 16 2007, 06:34 AM
Post #11


Target
*

Group: Members
Posts: 48
Joined: 2-June 07
From: Minneapolis, MN
Member No.: 11,809



My old group had 6 and my new one has 4, so far.
Go to the top of the page
 
+Quote Post
Zolhex
post Jun 16 2007, 07:11 AM
Post #12


Project Terminus: Soul Hunters
***

Group: Members
Posts: 1,052
Joined: 6-November 03
From: Casselberry, Florida U.S.A.
Member No.: 5,798



The best group I was ever involved with was 8.

Then I had to go and move to Forida where gamers are in short supply as far as Shadowrun goes.

Thankfully I found 3 guys that seem to be really good at being available every other week. There is an additional guy who is present maybe once every 2 months really wish he was more interested.

Then there are my days at Sci-Fi City where I do commando stuff that looks like it might take off with 3 to 5 players. Not to sure right now as this months game was the first time anyone showed up so heres hopeing for a good sized group.
Go to the top of the page
 
+Quote Post
Cadmus
post Jun 16 2007, 08:39 AM
Post #13


Moving Target
**

Group: Members
Posts: 325
Joined: 24-February 06
From: Kansas
Member No.: 8,304



the group I play with theirs three of us counting the GM but we are always looking for more people. used to have 5 but with work getting in the way of play time and famly...damn them work and famly grrrr heheh
Go to the top of the page
 
+Quote Post
Prime Mover
post Jun 16 2007, 01:20 PM
Post #14


Shooting Target
****

Group: Dumpshocked
Posts: 1,755
Joined: 5-September 06
From: UCAS
Member No.: 9,313



Way back in 1st/2nd edition and long running game, had 8-12, currently group has gone through some changes but has settled in now at 5-6.
Go to the top of the page
 
+Quote Post
Caine Hazen
post Jun 16 2007, 02:18 PM
Post #15


MechRigger Delux
***

Group: Retired Admins
Posts: 1,151
Joined: 26-February 02
From: Hanger 18, WPAFB
Member No.: 1,657



6 is my prime number, but I've gamed with groups as big as 24 (i'm insane that way)
Go to the top of the page
 
+Quote Post
Zen Shooter01
post Jun 16 2007, 03:56 PM
Post #16


Moving Target
**

Group: Members
Posts: 932
Joined: 26-February 02
From: Orlando, Florida
Member No.: 1,042



Four to five is best. Three is possible with NPCs joining the team as needed. Six is the limit.
Go to the top of the page
 
+Quote Post
Aaron
post Jun 16 2007, 04:12 PM
Post #17


Mr. Johnson
******

Group: Dumpshocked
Posts: 3,148
Joined: 27-February 06
From: UCAS
Member No.: 8,314



Something to consider when putting together a team is the complexity of communications among the group. Two people have one line of communication. Three people have three, four people have six, five people have ten, six have fifteen. Most people can only keep track of seven or so things at once (each person is somewhere between four and ten).

Ever been to a party or at a restaurant with a lot of people? Conversations tend to break down if there are too many people involved. When large conversations start, they tend to break down into conversations of two, three, or four if no system of order is imposed on the entire group.

Go to the top of the page
 
+Quote Post
Squinky
post Jun 16 2007, 07:42 PM
Post #18


Running Target
***

Group: Members
Posts: 1,479
Joined: 6-May 05
From: Idaho
Member No.: 7,377



I have three players. Talk of 2 more coming maybe.
Go to the top of the page
 
+Quote Post
tehbighead
post Jun 16 2007, 09:01 PM
Post #19


Target
*

Group: Members
Posts: 22
Joined: 30-May 07
Member No.: 11,788



five players total with two dual-GMing. it works quite well so long as the PCs are varied enough. at the moment, we have three cybered gunbunnies and one mage. >< i'm going to crack some eggs in chargen for the next campaign, as i feel we have to have a competent hacker/technomancer and a face.
Go to the top of the page
 
+Quote Post
Noctum
post Jun 16 2007, 09:05 PM
Post #20


Target
*

Group: Members
Posts: 72
Joined: 15-March 03
From: Bremerton, Wa
Member No.: 4,256



Five Runners in My Group.

1. Human Adept (Male) - 8 Edge - Faceman
2. Human Adept (Female) - Monowhip - Muscle
3. Elven Mage (Female)
4. Human (Female) - Thief
5. Human (Female) - Street Sam.

No Hacker or Technomancer currently but they have 3 different Contacts for that if they need it.

Go to the top of the page
 
+Quote Post
Aristotle
post Jun 16 2007, 10:27 PM
Post #21


Slacker Extraordinaire
**

Group: Retired Admins
Posts: 337
Joined: 26-February 02
From: Ashburn, VA
Member No.: 997



My last group was 4 people, and then a 5th joined for the last few months of the campaign. I'd really like to put together a 2 or 3 player group. I just think a small group works really well in Shadowrun. I especially like the idea of a hacker, a mage, and a point man.

I've run other games (ad&d Darksun to be exact) with as many as 8 players, but the game needed to be fairly rules light and the story had to be pretty straight forward to keep things moving.

Go to the top of the page
 
+Quote Post
Abstruse
post Jun 17 2007, 02:00 AM
Post #22


Running Target
***

Group: Members
Posts: 1,451
Joined: 21-April 03
From: Austin, TX
Member No.: 4,488



I'm starting a 3rd Edition game tomorrow and my group is starting off with 4 with a fifth joining us shortly as he can't make tomorrow due to Father's Day. Now in this group, we have no decker and the group's face character is the one that will be absent. And it's only 50/50 that we'll have a rigger (one player can't decide between a rigger and a mage/detective and I'm trying to subtly push him to play the Dresden character). Personally, I'm glad. I love deckers, but they slow things down and a rigger will spend a good chunk of the game sitting doing nothing and then doing everything while everyone else sits and watches (and shouts "They're right behind us! Turn right!" "No, turn left!" "Speed up!" "No no, slow down and take the I-5! The loop will be packed this time of day!" "Are we there yet?").

I have, however, run a group for the cancer-causing game with 17 people for one session. Everyone's either fighting for the spotlight or just sitting quietly waiting for their turn. And you know how every session you have, at least one player will do something incredibly stupid to screw everything up for everyone else? Now that once or twice a session is with four or five players. The number goes up DRASTICALLY the more players you have and at 17, they were going friggin' nuts with all the stupid mistakes they were making.

The Abstruse One
Go to the top of the page
 
+Quote Post
Moon-Hawk
post Jun 18 2007, 03:25 PM
Post #23


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



I have a group playing by Skype at the moment.
In theory there are 9 people invited to the game.
2 of them are on hiatus, leaving 7 who might actually attend any given session.
Out of that, I get between 4-6 per session.
In the past, my face-to-face groups are typically in the 3-5 range.
Go to the top of the page
 
+Quote Post
2bit
post Jun 18 2007, 03:52 PM
Post #24


Moving Target
**

Group: Members
Posts: 749
Joined: 28-July 05
Member No.: 7,526



5 is probably ideal for me. 3 is good too. For some reason odd numbers tend to yield more interesting group dynamics. 5 is party time though. It just seems like the right size for cliques, backstabbing, and the feeling that one or more people are expendable.
Go to the top of the page
 
+Quote Post
Crusufix
post Jun 18 2007, 03:58 PM
Post #25


Target
*

Group: Members
Posts: 43
Joined: 12-December 06
From: Calgary, Canada
Member No.: 10,351



QUOTE (Abstruse)

I have, however, run a group for the cancer-causing game with 17 people for one session. Everyone's either fighting for the spotlight or just sitting quietly waiting for their turn. And you know how every session you have, at least one player will do something incredibly stupid to screw everything up for everyone else? Now that once or twice a session is with four or five players. The number goes up DRASTICALLY the more players you have and at 17, they were going friggin' nuts with all the stupid mistakes they were making.

The Abstruse One

Ha Ha, I've played in a group of 12 in the same unmentionable game. Here's the kicker though.

Everbody was a fighter.. Ever single one of them, except me.. I was the priest. You think they would have respected me. Nooo, instead they all chided me for being weak.

Until two fell in a pit trap and one got mauled by a troll and I crushed a gnome illusionists head with my morning star, THEN THEN they started respecting me!
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 6th December 2025 - 11:08 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.