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DFRPG / Re: Miami; the Makeshift Mermaid and other Yarns
« on: February 10, 2011, 05:28:38 AM »
While I agree that there are a couple of characters that don't get the attention a few others do, I've seen this before. It's actually one of the big drawbacks for having such a large group. To be honest, Ian has avoided so many of the pitfalls I've seen so often with large groups; it must be due to his experience.
I know Ian was reluctant to run a game with so many players, and I have gamer friends who won't play in a game with more than six.
With larger groups of players, there are more and more times that players won't be active. It makes it easier to get bored. There are some options to work with this. Take another player aside, and roleplay while you don't have the spotlight. I'd like to talk about some of the rules during down time. Try out some little side adventures (get in a bar fight for real! with consequences, tags (like bruised, and drunk), and maybe a fate point or two.
I've seen lots of crunchy games and lots of story games; DF seems to come down more on the story side to me. It's got the crunch, but the aspects are a big part of the game. Other systems have numbers to indicate a characters' statistics, but DFRPG has one sentence stories for stats!
Like many other story games, DFRPG seems to hand over narration to the players more often than most games. It takes some getting used to, but it's a good thing
I really like our group, and I miss the players who can't make it. It would be really odd to play with only five now. We've only been at this a month or so, we're still learning it.
Let me know what I can do to help, and I'll work on it.
--Steven
I know Ian was reluctant to run a game with so many players, and I have gamer friends who won't play in a game with more than six.
With larger groups of players, there are more and more times that players won't be active. It makes it easier to get bored. There are some options to work with this. Take another player aside, and roleplay while you don't have the spotlight. I'd like to talk about some of the rules during down time. Try out some little side adventures (get in a bar fight for real! with consequences, tags (like bruised, and drunk), and maybe a fate point or two.
I've seen lots of crunchy games and lots of story games; DF seems to come down more on the story side to me. It's got the crunch, but the aspects are a big part of the game. Other systems have numbers to indicate a characters' statistics, but DFRPG has one sentence stories for stats!
Like many other story games, DFRPG seems to hand over narration to the players more often than most games. It takes some getting used to, but it's a good thing
I really like our group, and I miss the players who can't make it. It would be really odd to play with only five now. We've only been at this a month or so, we're still learning it.
Let me know what I can do to help, and I'll work on it.
--Steven