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RPGs meant to be played with four players
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Some RPGs are mechanically meant to be played with a specific group size. The designers usually mention this in the rules, although they sometimes offer a workaround for different group sizes.

This list is for such games. Note that this is not about your personal preference regarding number of players, but mechanical designs. "Four players" includes the GM, if the game uses a GM.

This list is sorted alphabetically, by title.

Geeklists for RPGs with a certain number of players:
Roleplaying Games for two players
2P RPG, games suitable for at least two players
RPG'ing with your wife-or games for two with no DM.
RPGs meant to be played with three players
RPGs meant to be played with four players - this list
RPGs meant to be played with five players
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1. RPG: Carolina Death Crawl [Average Rating:7.33 Overall Rank:355]
Publisher's blurb:

CAROLINA DEATH CRAWL is a swampy, Southern Gothic roleplaying card game for three or more players. At the height of the American Civil War, your characters have been abandoned deep behind Confederate lines. Can they fight their way through enemy territory and treacherous terrain back to safety? For all but one, the answer is "no!", but the dark story you tell in trying will be memorable and thrilling. Fun and competitive, CAROLINA DEATH CRAWL gives you all the history you need -- you supply the desperation, depravity, and destruction.

The game is designed for 4 players, but comes with variant rules for 3 and 'more than 4'.
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2. RPG Item: FAITH [Average Rating:8.00 Unranked]
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Publisher blurb:

1 BIOLOGICAL WEAPON
4 PEOPLE AT A CROSSROADS
8 MILLION REASONS SOMEONE'S ABOUT TO HAVE A VERY BAD DAY

Forget politeness and good manners, there's no honor amongst thieves. Designed to be picked up and played instantly, FAITH is a collaborative storytelling game for four players. With no technical rules or overly complex structures, it's an ideal introduction to roleplaying. And with a solid set-up, wide open second act, and tight finale FAITH lets seasonsed roleplayers get downright unsavory.

Consistently producing engrossing tales through a flexible framework, FAITH remains infinitely replayable.

Welcome to Faith. Population: you!

FAITH is a collaborative storytelling game for four players inspired by the films of Quentin Tarantino, particularly From Dusk Till Dawn and Reservoir Dogs.

Designed to play out in approximately three hours, it’s ideal for game nights, last-minute pick-up sessions, and convention slots.

Its minimalistic design also makes it an ideal introduction for people new to roleplaying.

Despite its overall simplicity, the solid set-up and tight finale, when coupled with a wide-open second act, mean FAITH not only consistently produces engrossing tales but is infinitely replayable.
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3. RPG: The Opposite of People [Average Rating:0.00 Unranked]
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The Opposite of People is a game of illegal art. The participants will create stories of theatre and debauchery (because there’s always debauchery where theatre is involved) in settings where such works are frowned upon or outright banned.

Description by the author
In The Opposite of People, the players take up the roles of a travelling troupe of actors. Though they start almost penniless and down on their luck, they hope their travels through the villages and towns of the world will bring them fame and fortune. Particularly fortune.
The game can be set anytime and anywhere, though three settings are provided. These settings are sketched broadly in order to allow plenty of space for the players to detail their own towns, countries, cultures and people.
The game is designed for four people, and is played in ten one-hour sessions. Each session represents one town on a tour. The first shows are performed in small communities, but the final performance takes place in the capital city itself.
 
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4. RPG: Polaris: Chivalric Tragedy at Utmost North [Average Rating:7.42 Overall Rank:52]
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Polaris uses a set of simple and easy-to-learn mechanics to help guide your game's storyline to an appropriate tragic ending. Each player at the table guides the protagonist in a different capacity, and the central points of the story are further shaped by the twelve Key Phrases. The game mechanics demand four players (who all have different responsibilities, a bit like a split GM). The roles (guides) are called Heart, Infidel, Moon, and Star.

An appendix provides variant rules for 3 or 5-6 players.

The game is set during the final years of the Northernmost People, just before the remnants of their civilization were swallowed up by their own Mistake.

The protagonists of the story are Knights of the Order of the Stars, beholden by ancient oaths to serve the stars and protect their people. The antagonists facing the knights are multitudinous -- demons from the mistake, doubters from the people, and even betrayers within the brotherhood of Knights.

Polaris won the Indie RPG Award for Innovation (2005) and Indie RPG Game of the Year Award (2005), was "Runner up" for Best Support (2005) and Best Production (2005), and was also "Runner Up" for the Outie Award Best Sui Generis RPG (2005).
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5. RPG: Succession [Average Rating:0.00 Unranked]
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Game draft from the Game Chef 2011 competition.

Author's description:
The game is about power succession and ruling families being torn apart. The game is best suited for 1 game master and 3 players. The players will play the daughters of a wise ruler and will try to reclaim their father throne from a demonized usurper.

The game could easily be adapted for more players, it seems.
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6. RPG: Thou Art But A Warrior [Average Rating:0.00 Unranked]
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Though the great Caliphate has been dissolved and the unity of Iberia's Muslims lost, their power has not failed entirely. The taifas have their armies, and at the heart of those armies are the noble orders of Muslim Knights.

These Knights swear solemn oaths to revere Allah and his Prophet, to fight for the defense of the innocent, and to honour a strict code of ethics and morals in order to bring about peace and justice for their society. They are warriors and poets, and they are the last hope of a people who do not see their doom before them.

Their inevitable failure is a thing to be mourned most deeply.

Based on the Polaris system, so the same rules about the four "guides" apply. Variant rules for 3 or 5 players.
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