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> Too many people, How many is too many?
Darkeus
post Jun 15 2013, 03:05 PM
Post #26


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I personally do not like to have a runner group bigger than 6 Players. After that, Shadowrun gets way too unwieldy and difficult to control. Eight players and one GM is way past my comfortable zone....
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Wired_SR_AEGIS
post Jun 15 2013, 05:01 PM
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QUOTE (Bigity @ Jun 15 2013, 04:10 AM) *
I actually meant Detroit, never was on Denver either.


Yeah. I didn't care for the over emphasis of Magic on Denver, from a thematic standpoint. (Or over abundance of Elves). Also there was(is) a dizzying number of house rules.

I think, in the end, Detroit was probably my favorite. Naturally Seattle receives honorable mention as the original site, but I always felt that the way they implemented 'Orgs' was a detractor (Exception made for the Neon Blade/Yakuza tie ins). And in fact, Orgs in general seem to dilute a sites focus on shadowrunning.

-Wired_SR_AEGIS
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cndblank
post Jun 18 2013, 04:40 PM
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I'd say four to five is best for myself.

I'll also say I've seen some amazing game play with 6+ players and two GMs that work well together.

Two GMs also means that one can handle the one on one and the other cam keep the rest of the game going.
Just having a GM free to handle rules questions and ruling while the other pushes the story really makes for a much better game.

Where having two GMs really shines is that a Shadowrun is really well set up for the Big Heist style play where each player has to pull his part of the "job" off separately for the whole thing to work.
The trouble is with one GM, the play grinds to a halt if the GM takes takes one or two players out of the room for their part of the op and you don't get the same level of suspense when it is all happening around the gaming table.

But with two GMs, you can split the party up and not let the rest of the party know what is happening to their teammates.
They have to figure it out while dealing with their part of the run.
Really adds to the suspense and roleplaying.

Shoot you can even use a cellphone or text message to let the other players know that some thing is happening.
Limited information is one of a GM's best tools.
Especially when as the GM, you can stop a player's message to the rest of the team at just the right moment (We have a.... Signal lost - Active jamming.)
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