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     Comment Text Response Date
   1.5+ me is ideal. Mon, 11/19/07 7:49 PM 
   2.Not enough time for more then 6 players and thats pushing tin. Mon, 11/19/07 12:47 PM 
   3.4-6 can be a good table without overloading the game Mon, 11/19/07 7:09 AM 
   4.A large group could be interesting, if they were split into competing "teams" (say 3-4 on a team) ... otherwise, I prefer medium size groups Sun, 11/18/07 10:50 PM 
   5.It's tricky to do it excluding the GM. Sun, 11/18/07 10:16 PM 
   6.depends on the game, and whether I'm running or playing, but generally I prefer smaller groups. Sun, 11/18/07 8:26 PM 
   7.I make the most of the game whatever the situation, that's part of the experience.I found 5 -6 players a nice game play. Sun, 11/18/07 7:41 PM 
   8.the most important thing is for the GM to keep the game moving, and if he/she can do that, then numbers don't matter. Sun, 11/18/07 7:30 PM 
   9.too few=boring, too much table space, limits meeting folks; too many= havoc Sun, 11/18/07 6:58 PM 
   10.It depends on the game, and even on the GM to an extent. "Dread" is better with fewer, Unisystem can SOMETIMES take more, etc. Sun, 11/18/07 6:49 PM 
   11.5 is a minimum, I like to six for a fun group. Sun, 11/18/07 4:55 PM 
   12.I think six seems to work pretty well. Any more than that and things get spread too thin. Sun, 11/18/07 2:21 PM 
   13.I'm not very picky--but I think that a 3 person game is just too small, and big games (unless it's a partial slot table vs. table event) can get a bit awkward. Generally speaking, I'm neutral, and it's hard to say for sure. Sun, 11/18/07 1:41 PM 
   14.This is heavily dependent on the specific game. Some games play well with big groups, some don't. That said I tend to think that seven or more rarely works well, and that running less than 5 runs a risk of not having enough spots for players. Sun, 11/18/07 1:30 PM 
   15.It depends on the game, but four to six players is pretty much the hobby's standard, IMO. Sun, 11/18/07 1:17 PM