The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
August 09, 2022, 04:57:43 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4285
Members Latest Member:
-
Jason DAngelo
Most online today:
65
- most online ever:
565
(October 17, 2020, 02:08:06 PM)
The Forge Archives
Independent Game Forums
Adept Press
(Moderator:
Ron Edwards
)
Sorceror Group Size
Pages: [
1
]
« previous
next »
Author
Topic: Sorceror Group Size (Read 3112 times)
Balbinus
Member
Posts: 290
Sorceror Group Size
«
on:
August 31, 2001, 05:44:00 AM »
One of the interesting things with Sorceror to my mind is that the focus on the characters is so strong it is difficult to have too many of them. What do I mean? Quite simply that with two or three committed players the game is doable. With five or six players, of varying ability, I'm not sure how practical it would be to run. Has anyone tried running it with larger groups?
On a side note, it is also (IMO) particularly well suited to one-on-one play, has anyone tried that with it?
Logged
AKA max
FilthySuperman
Member
Posts: 62
Sorceror Group Size
«
Reply #1 on:
August 31, 2001, 06:20:00 AM »
Actually I almost exclusively play one on one games. As a player I like to be the center of attention, and as a GM I like to make the player feel he/she is the center of attention. Don't get me wrong, I do play in groups occaisonally. It's just not as much fun for me. (except games like rifts or ADnD) I've played Sorceror a few times, never with more than just me and one player and it's always been fun.
T.
Logged
http://www.demihuman.evilfrogs.com
AIM: Filthy Superman
Ron Edwards
Global Moderator
Member
Posts: 16490
Sorceror Group Size
«
Reply #2 on:
August 31, 2001, 06:57:00 AM »
Hello,
It's actually part of the rules to keep group size low, and in practice I've found three players to be ideal, at least for my style of play.
"Part of the rules" doesn't mean, of course, that one has committed some sort of sin by having lots of players. It does mean that I make no apologies for the system or premise being overwhelmed, exactly as anticipated, in that situation.
I will also state that Sorcerer is completely dismissive of the following assumptions:
- the more players involved, the better
- the longer and more indefinite the series of play sessions, the better
No one has suggested or proposed them on this thread, so I'm not making this point to refute anyone. I am raising the issue because these ARE widespread assumptions in role-playing culture, and breaking them on purpose is very jarring, to the extent that even people who've read the game sometimes can't really grasp that they are to be abandoned.
Best,
Ron
Logged
Balbinus
Member
Posts: 290
Sorceror Group Size
«
Reply #3 on:
August 31, 2001, 07:18:00 AM »
Reviewing my post I see I was a little unclear. Sorceror is not designed for large group play, having difficulties doing so is not therefore a design flaw. It is interesting, however, that group size is taken into account.
Sorceror is not the only game to do this. DnD I would suggest assumes an optimal group size of around six players, the game runs into problems IMO with only two or three.
Of course, if a large group is what you have adapting Sorceror to it may be the only way to get to run/play the game. Adapting it without destroying what you're trying to adapt is the tricky bit.
On Ron's other points, this is again part of what is interesting about Sorceror. I agree that there is a general assumption that an open story arc (not that it's an arc if it's open) is better in some sense than a closed one.
I'm not sure that I agree there is an assumption that bigger is better. My feeling (and it is little more than that) has always been that most games assume 4-8 players. Very few games are designed or able to cope with more than that.
Interesting take on one-on-one play, FS. Don't you find you lose a lot in terms of character interplay?
Logged
AKA max
Ben Morgan
Member
Posts: 307
Sorceror Group Size
«
Reply #4 on:
August 31, 2001, 01:59:00 PM »
On the contrary. A friend of mine ran a Vampire game with me one-on-one for almost a year, and it was one of the most amazing experiences I've ever had. If anyone feels like emailing me about it sometime, I'll be more than happy to ramble on and on about it, but I won't bore you all here with the details.
As a player, you are the sole focus of the GMs attention. This gives you a warm, fuzzy feeling you just can't get in the group thang (though what I've read re: Ron's GM style comes close). NPCs come alive like never before.
The only real downside to it, of course, is that it's a bit like performing a play with no audience. The two of you are the only ones who can enjoy it. In other words, there's a real cut-down on experiencing the game whilst in Audience Stance (which is something that a lot of people I know are ill-equipped to appreciate anyway).
Logged
-----[Ben Morgan]-----[
ad1066@gmail.com
]-----
"I cast a spell! I wanna cast... Magic... Missile!" -- Galstaff, Sorcerer of Light
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum