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17 Posts

Gamma World Roleplaying Game» Forums » General

Subject: Optimal Number of Player Characters? rss

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Matt
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I know it can vary based on the campaign or adventure. I'm thinking about the adventure that comes with the base set as well as Famine in Fargo.
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Eric Jome
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Fourish.
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Brian Cooksey
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cosine wrote:
Fourish.


Agreed. Since this is a 4e-based game, 4 or five players + a GM will give you the best potential spread of abilities given the random character generation. It's also a manageable number for the GM and helps to ensure that each character gets some spotlight time.
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John "Omega" Williams
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4-5 is around optimal, 6 is usually the limit most GMs should ever have as the more players you have doing "stuff" the more downtime there is between each player sometimes, or the worse risk of skipping players without realizing it till too late.

4 usually gives a good spread of characters for a GM to handle.

example. I am the GM for our local group with an initial attendance of 6, which is about the max I am comfortable handling. After a while things settled to 5.

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Matt
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Thanks for the responses.

Follow up comment. I've had reservations about the shifting mutations with this edition. I haven't decided whether to go with static or shifting when I GM my first game.

In that vein, why in the book Sooner Dead, do Red and Stampede not have their abilities shift? Seems out of sync with the core rules. Yes, I know one is a book and the other is a game system. But still...
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John "Omega" Williams
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Either Odom didnt like the constantly shifting powers and equipment idea, or the more likely reason being that at the time he was working on the book, the powers and artifacts didnt keep changing from hour-to-hour, or minute-to-minute. I doubt they flux in Pauls book either, but havent had a chance to look yet.

If you and the players dont like that aspect then jettison it and go with the classic Gamma World style of choose your character and mutations and equipment do not alter once gained.

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Brian Cooksey
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madhatter wrote:
Follow up comment. I've had reservations about the shifting mutations with this edition. I haven't decided whether to go with static or shifting when I GM my first game.


I only remembered that rule a couple of hours into one game I ran and by that time it was too late to start doing it. The players and I realized we liked it better with static mutations. The next time I ran a GW game, I only imposed shifting mutations in one particularly contaminated zone.
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Brian Leet
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One suggestion I saw that seemed interesting was shifting, or adding, mutations when gaining levels. I also like doing it in contaminated zones.

It really is a bit much during regular play. Amusing for a one-off, but if I were doing an adventure intended to last several sessions it becomes too confusing as to the character identities.
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John "Omega" Williams
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Considering the frequency that you can get a flux on powers and artifacts, it can drag to a hault a combat if you get two or more triggering close together.

Its a bit diffrent from TORGs axiom tilts.
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Simon Crowe
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I want to add that 3 players works fine. Since there are no traditional character classes and random character creation you aren't looking at having a balanced party anyway, where people are needed to fill various roles. So 3 guys, heck probably 2 even, will work fine.
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John "Omega" Williams
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With a good GM even 1 is viable. I prefer at least 2 players to GM against as I like the party interactions that goes on.
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Richard
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Scrowe wrote:
I want to add that 3 players works fine. Since there are no traditional character classes and random character creation you aren't looking at having a balanced party anyway, where people are needed to fill various roles. So 3 guys, heck probably 2 even, will work fine.


+1, in my one and only session we were three PCs. Everything went faster, smoother.
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Maurice Tousignant
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I found it works good with 3. You may needs to remove a bad guy or two from the encounters if running the published adventures though.

I found it did not work well with 8, which is how many players I had the first time I ran it. While it worked way better than 4e D&D does with 8 (it was actually playable) there was just too much downtime between player turns.
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Daron Patton
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madhatter wrote:
Thanks for the responses.

Follow up comment. I've had reservations about the shifting mutations with this edition. I haven't decided whether to go with static or shifting when I GM my first game.

In that vein, why in the book Sooner Dead, do Red and Stampede not have their abilities shift? Seems out of sync with the core rules. Yes, I know one is a book and the other is a game system. But still...


In Paul Kidd's novel, the characters actually do experience alphas. Many of the game's mechanics are included in the story-line (subtly but a 4e GW player would notice them). I thought it was kind of neat and actually liked the story better of the two.
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Matt
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Hmm... I don't follow. I'm with you that Alpha shifts happened during the story. But in what way did they alter the powers or mutations of any of the characters? I don't remember anybody losing or gaining new ones.
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Matt
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I'm confused. I'm reading through the monsters portion of the base game. The bonuses/penalties don't seem to line up with the actual ability score in many cases. Is this intentional?

Example: Android, intelligence 10 (+3 modifier)... ?
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John "Omega" Williams
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Quick check shows that on the android all the listings are 3 more than what they would be for a player character. Whereas the Fen and Orlen for example is 2 more.
 
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