I’m in the middle of a break up right now. No, my wife is NOT going to be on the market, so stay back!
It’s a gaming break up. I run a fantasy game that I laughably describe as biweekly. It’s started almost three years ago now, in 4th Edition DnD. I’m now running it in GURPS. The problem is, there have been too many players, anywhere from 8 or 9 regulars to 11 or 12 when everyone shows up.
Nearly everyone has mentioned to me that there are too many people in the game, but very few have willingly removed themselves from the game.
During our last session — about a month ago — we had a combat — in GURPS, mind you — that lasted three hours. That’s right, deadly GURPS and a 3-hour combat. That’s what happens when you have too many players and have to come up with a combat encounter that challenges them.
They fought a dozen or so demons, some with sickening powers, some with entangling powers and one big one with a sword. It was a good fight, a few characters went down, one was maimed (the orc lost an eye, a holy wound for an orc warrior) and victory was not certain.
The problem is, with 9 or 10 players and 15 or so demons, that’s a lot of turns to go through, and it took the better part of three hours.
After that, I FINALLY realized I had to do something about the game — I WANT to give the players that kind of desperate fight, where there really is a danger of dying and victory has real consequences to the story, and it is by no means guaranteed.
If I had five players, I could have those kinds of combat regularly, without them taking up half (or most) of a gaming session. Not to mention how little actual role-playing each player gets to do when sitting around a table of eleven people.
There were a couple newcomers to the game that I immediately invited to the Traveller game, then I put it to the players.
Char gen for the Traveller game is scheduled in one week, and I’m thinking the Eldemy game will start up the following Saturday.
Filed under: General Gaming