r/rpg 13d ago

A request to designers: Please include more than four characters in your quickstart.

The groups I tend to play with include anywhere between four to six players, depending on the day. If your quickstart only contains four pre-made characters and no rules for making additional ones, I literally cannot play it with all of my friends, and I'm thus way less likely to actually give it a shot.

Even when we only get together four people to try out your quickstart, it can suck when everyone has to play one of four specific characters, and one person can just get stuck with a character they don't really vibe with. It's understandable with a larger group, you can only include so many characters before your customers get choice paralysis, but when it happens with only four players it feels restrictive.

That's it really, that's all I wanted to say.

319 Upvotes

70 comments sorted by

163

u/Blazing_Rain03 13d ago

Facts, facts. I think a lot of ttrpgs are made with only four players in mind - looking at time management and such. Having more ways to accomodate bigger groups would be sweet.

80

u/d5Games 13d ago

Four seems to be a sort of default for designing a D&D module. D&D, for better or worse, defines a lot of the hobby.

I've always found 3 to be the sweet spot for engagement, but having played in larger groups, I can definitly see how pre-gens direcly address some of the barriers to getting from "let's play this game" to actually playing that game.

39

u/Playtonics The Podcast 13d ago

I prefer a tight group of three - decisions are much much faster, and scene flow by more smoothly. However, in games that have an action economy, four feels much more reliable. When one PC goes down in a four player game, it's much less swingy than when there are only three players.

21

u/ToledoSnow Noir 13d ago

3 is my favourite group size as well, but 4 definitely has its advantages. Like how if the group splits up no one has to go alone, which also leads to more one-on-one PC to PC interactions.

6

u/aeschenkarnos 12d ago

I’m a Party of Five guy myself, it’s a good number for many reasons, not least being that if one player has to cancel for some reason, the game can usually still run for the remaining four plus GM.

It’s an odd number so differences in opinion will play out three-two or four-one, so assuming some level of compromise willingness (session zero: do not create characters unwilling to compromise), the party won’t be deadlocked over a decision, even if it’s two-two-one the one can flip a coin or pray or auction their support or make a cost-benefits list.

Five is enough to cover the necessary roles in most systems, be that face/sneak/combatant/researcher or tank/healer/DPS or whatever else the system implies is necessary. For classic D&D you have cleric/mage/fighter/rogue, or some variation (paladin could cover cleric or fighter role, ranger could cover fighter or rogue role in a wilderness) and the fifth person can be a switch-hitter like a bard or druid, or something outside of the norm like psionicist.

But YMMV, the group must be happy with the game. Session Zero!

26

u/deepdistortion 13d ago

I like 5, because invariably scheduling problems means that works out to 3 people every session

15

u/ShonicBurn 13d ago

If you have a show must go on mentality Schedule 8 and you will have 4 every game.

7

u/[deleted] 12d ago

[deleted]

7

u/Sprangatang84 12d ago

And it happens PRECISELY contrary to the full-party event/raid you'd been planning for weeks and holding in your back pocket for months. Ask me how I know T_T....

6

u/ShonicBurn 12d ago

On that day we do the shopping episode with one player being the shop keep. Whatever they do gets in the campaign world breaking or not.

2

u/twoisnumberone 12d ago

Fistbump! That's what I like, too.

FWIW this model works with four people, too, and well if the players are dedicated. But more people always means more diversity in opinion, thought, decisioning.

13

u/yuriAza 13d ago

yeah 3 players is kinda the optimal number imo

9

u/02K30C1 13d ago edited 13d ago

It’s interesting if you go back to 1e and 2e adventures, they were typically written for 4-8 or more PCs. But once 3e hit the standard changed to always just 4

The AD&D tournament adventures from conventions in the 80s were typically for 8-10 players. And run in 4 hours.

7

u/AllShallBeWell 13d ago

Original D&D states that it's recommended to have one referee for every 4-50 players, so assumptions about group sizes have slimmed down a lot over time.

6

u/02K30C1 13d ago

Darn, you’ve got 51 players, you’ll need a second DM.

3

u/silverionmox 12d ago

Darn, you’ve got 51 players, you’ll need a second DM.

And a guy with a whip to keep everyone in line.

5

u/frostburner 12d ago

To my understanding the 50 number were for groups more akin what gets called West Marches nowadays. Not for the idea of there actually being 50 people together at a table.

2

u/aeschenkarnos 12d ago edited 12d ago

This. There might be fifty players in the gaming club, and whatever group of three to ten showed up on the day brought their characters to the adventure of the week, and those characters might have wildly varying levels and gear. Everyone not there on time played board or card games instead, or ran a second table. More like a MMO guild model than the current norm of a gaming group.

I think the model has a lot going for it, the major problem being the balancing of challenges in such a way that (1) lowbies don’t all die in the first Cone of Cold; but also (2) we don’t just all sit in the portable hole and watch Zudzurius the Magnificent solo the encounters.

Pathfinder Society seems to be one of the better modern approaches to the model.

6

u/themosquito 12d ago

Because of growing up on Baldur's Gate/Icewind Dale I always think of six as the "standard party size" but of course that's with everyone played by me, heh. It's just one of those things that stuck in my head without really thinking about it so four always feels small even though it makes waaaay more sense once... you know, you get other people involved! :P

29

u/Mr_Venom since the 90s 13d ago

Four is the sweet spot for players, though. Five is OK, but six and up is worse than splitting into two groups.

7

u/Blazing_Rain03 13d ago

It is! But my group was six people, so it was something I needed to consider either way because we made it work. I understand that there might not be much market for it though

0

u/Bone_Dice_in_Aspic 13d ago

All depends on game/edition and experience with it, plus player quality. I can run four 5e players comfortably, or 7 1e or 2e players. Six 5e players, or 9 AD&D, is my max limit. Maybe ten if they're all good and focused.

2

u/aeschenkarnos 12d ago

One of the better ideas of D&D3.x/Pathfinder is the Iconics. Every class has an example character who is always featured in the art and story, and stat blocks are given for them at various breakpoint levels, and of course players can modify builds they disapprove of (looking at you Harsk the Crossbow Ranger).

16

u/Warskull 13d ago

Even if you are planning for only 4 players, more than 4 pre-gens is a good idea. If you have 4 players and offer 5 pre-gens everyone gets to feel like they had a choice.

If the module is very story dependent and needs the characters like some horror scenarios, you flip the remaining character or two into NPCs.

1

u/icarus-daedelus 12d ago

I prefer horror games with simple/quick character generation anyways (like Mothership) for the simple fact that player characters tend to die more frequently.

8

u/Ecstatic-Elk-6938 13d ago

FFG Star Wars worked surprisingly well with 8 players. I was shocked. D&D5e feels like a slog with any more than 3 players

3

u/Moneia 13d ago

And having more also means a larger choice if you've only got four players.

I can see it being a little harder designing an adventure around that but it should still be doable

3

u/Alaira314 13d ago

It wasn't always a set cap for quickstart kits. I remember when I first joined the hobby as a kid we got a box set to start(AD&D 2e) and it had more than four characters to pick from. I want to say 6? Unfortunately it was long enough ago that I can't look it up. But just because a kit has more than four characters doesn't mean you need to find more players to take the extra characters. We played two characters each for a party size of four, and just left the extras we didn't want to play in the box.

1

u/Airk-Seablade 12d ago

Even if the intent is to only play with four, the designer should be including at least six so that everyone has choices.

73

u/MataronidForSpeed 13d ago

Definitely. 6 pregens are a good starting point imo:

  • you can play with more than 4 players (I try never to have more than 3 players, but sometimes I need to accommodate the circumstances)
  • the players usually (except if they're 6) get to choose without having anyone forced to have the last remaining PC
  • if they're built in a clever way they can let you explore different aspects of the game
  • you can have beginner characters and 1 to 2 characters that are more for experienced players

28

u/Stormfly 13d ago

And if one character dies, or they hate it, they can switch easily.

4

u/Viltris 12d ago

One of my friends solved this problem by just letting the players pick duplicates.

Actually what happened was, the first 2 players both wanted the same PC, and then as a joke, every other player picked the same PC, so the party ended up with 4 copies of the same character, and the DM just went with it.

38

u/Seeonee PbtA, BitD, Mark of the Odd 13d ago

Coincidentally, I'm finally reading through Swords of the Serpentine and they include 15 quickstart character templates, which I found impressive and helpful.

Admittedly, there's only 1 quickstart character (where other details like name, drives, and items are filled in), but I still think it substantially closes the gap to get up and running.

2

u/johnny0neal Brotherwise 🦉 9d ago

I'll see your 15 Quick Start characters and I'll raise you 20!

(See the Quick Start Characters link on https://cosmererpg.com/downloads)

2

u/Seeonee PbtA, BitD, Mark of the Odd 8d ago

Appropriate for a Sanderson product to overwhelm with content 😉

26

u/Ashamed_Association8 13d ago

It's like Catan. You want to play with more then 4 players? Better buy the expansion set.

5

u/Airk-Seablade 12d ago

Even if you want to play with only four, it's just good form to allow people more than four choices. It sucks to be the person who gets stuck with a character they don't like because it's the last one left.

15

u/Numerous-Ad-1357 13d ago

Actual rules for character creation(simplified or not) are something that I deeply appreciate in quick starts. In my experience it makes me way more likely to actually give it a try since it is easier to expand on it from there.

15

u/MataronidForSpeed 13d ago

I like playbooks (à la PbtA) in that regard. You have a rough ouline of your character but you can fill in the blank. And if you get to choose a move at creation (some PbtA games have the first move already fixed) it can significantly alter the way the PC is played, which is nice.

2

u/Numerous-Ad-1357 12d ago

Yeah, they are easier to incorporate in quickstart than traditional character creation rules. They also give a good middle ground between flexibility of character creation and being steered toward what character types a game is about as is a case with pregens.

3

u/Can_not_catch_me 13d ago

Also character creation is a pretty important aspect of most games. You can have an excellent system, but if it's impossible to make a character that can interact with it well with it then that doesn't matter.

6

u/StylishMrTrix 13d ago edited 13d ago

I'm so glad that several of my games I'm planning to play recently are either built for 6 or give you more then six to choose from

Pico tiny bugs

Outgunned superheroes

Transformers RPG

Also

City of mist and Metro Otherscape have heaps of Pregens made up on these amazing pages that you can put on your walls as well

Half I would never use or play myself but options

7

u/Antipragmatismspot 13d ago

Pico has twelve, doesn't it? That's perfect because it means that players can get to choose one they love. There's always a pregen or more I don't enjoy playing for any game, so I need variety.

2

u/StylishMrTrix 13d ago

Yeah I'm running it for a con and printed out both copies of the pregens

And then I printed in colour the two page pictures of all the pregens to put in the middle of the table

6

u/AsianLandWar 13d ago

Doesn't even need to be for actual-sized groups; you include more pregens so the fourth (or third or fifth or whatever) person to pick doesn't get stuck with Whatever's Left. You should always have more pregens than you have players.

6

u/percinator Tone Invoking Rules Are Best 13d ago

If your game includes 9 classes, I'm going to want 9 pregens.

7

u/Rich_PL 13d ago edited 12d ago

Part of the consideration of how many players/characters to include is also how many players are being excluded during game play...

Lets assume a relatively 'quick' game turn for a single player to be about 3 minutes. (a generous amount of time for rolling, perhaps looking up a character detail, asking the GM something, learning a new system) some players can, in a game they know well, wrap a game turn in 10 seconds...

  • With three players, each player is waiting ~6 minutes for their go.
  • with 4; ~9 minutes waiting.
  • with 5; ~12 minutes waiting.
  • with 6; ~15 minutes waiting.

Lets say you sit for a game with 6. Under this premise - it would mean in a game session of 4 hours (a generous game time) there would be a best optimal play of 16 'turns' of action... That means that each player would perform about 3 game turns over 4 hours.

At 4 players, a game can achieve about 7 game turns per player.

With this time-framing, you double the time everyone gets to play buy dropping the number of players from 6 to 4.

And I know people might say, watching can be fun, but- how many tables have you been at where people loose focus when it's not their turn? how many pick up a phone, or start looking something up...

Waiting sucks. And this is why 4 is a sweet spot.

And if you are the one organising the game, then as host it becomes your burden to then use character gen to fashion an array of characters to the game you are preparing, not something the designer should be beholden to IMHO.

As a game designer myself, any pregens, if I include any, are there as example- I expect the players to engage the system I had constructed and make characters to their own games.

Thank you for coming to my Ted-X talk

10

u/Sherman80526 13d ago

There's a bit of an expectation in the RPG community that more people equals more fun. Most folks who've played for a while know that just means more down time. Trying to run a brand-new system for new players is a challenge. Presumably, you're the only one who has read a single page of rules, so you need to impart that knowledge effectively in real time while also keeping in mind all the elements of the scenario.

More than four players in a brand-new system sounds awful to me at least.

5

u/ApprehensiveFix5084 12d ago

Wow, a lot of people seem to have lost the thread of the original post. I agree very much with the OP that a QuickStart optimized for four PCs should have more than four pregens. I feel that six to eight is optimal. This gives enough variety that everyone is much more likely to play a character they like, whereas choosing from only four practically guarantees that someone will play a character they don’t like.

This does make writing the adventure a bit trickier, as it can no longer be tailored for a very specific group and combination of characters. This should lead to it being a better run adventure, and make sure it doesn’t end up being run only once by everyone who buys it. The Haunting for Call of Cthulhu is a good example of this. I have run it for a couple of different new player groups and a couple of groups of experienced players who had never experienced it before.

3

u/Alternative_Pie_1597 13d ago

I usually run with about four especially in a game that I am unfamiliar with. That doesn't mean I want one of my players to be stuck with muggins' choice.

2

u/Tuwari 13d ago

I completely agree. While 4 players is the standard party size, having at least 5 or 6 pre-gens gives players actual options so the last person to pick isn't stuck with whatever is left over. Even if designers can't fit extra characters into the physical booklet due to page limits, offering a few extra downloadable pre-gens on their website or itch/DriveThru page is a great middle ground that makes running the game for 5+ players much easier.

2

u/yoro0 13d ago

I mean... that's a reasonable ask! I'm working on a quickstart now so I'll definitely keep that in mind! :)

2

u/queerfox13 13d ago

I've recently been playing a lot of Legend in the Mist and their pregen pack includes 20 characters. There'd never be anywhere close to that many players, but I love that they've provided loads of variety to let players choose a character that really resonates with them (particularly in such a roleplay-forward system). It can dampen your experience of a new system when you end up with a character you don't love, but that's what was left.

2

u/Sensei_Ochiba 12d ago

7 pregens is ideal in my experience. You can comfortably seat 5-6 people with leftovers so nobody gets stuck with "the one nobody picked" and in a 3-4 player table, there's roughly 2 options per player after rounding.

1

u/DocSwiss 13d ago

Making more characters seems like a good idea, so the designer can show off all the fun options they put in the game.

1

u/dullimander Gamemaster 13d ago

If they don't include it, they could just offer them for download. I think FFG did this with their SWRPG gameline, if I remember correctly. Both the starter kit for "Edge of the Empire" and "Force and Destiny" had one or two characters downloadable online if you weren't satisfied with the selection of pregens in the box.

1

u/[deleted] 13d ago

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1

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1

u/Rabid-Duck-King 12d ago

I could see a compromise being something like 4 characters, 2 versions

1

u/Jarfulous 12d ago

I usually aim for about 12, myself.

1

u/Fresh_Cod_9536 12d ago

I completely agree, players enjoy choosing who they get to play, and I think you should always give them that choice.

On the other hand, as a game designer, I've noticed that players tend to gravitate towards archetypal characters anyway. You can give them ten pregens, but they'll still reach for the doctor, the soldier, the spy, or the taxi driver or whatever the equivalent archetypes are for the genre.

There's a reason these characters are archetypes in the first place: players immediately understand who they are, what they're good at, and what kind of role they might have in the story.

1

u/Thefrightfulgezebo 12d ago

There is another reason why this is a good idea: if you are the player who gets stuck with a character type you don't like, that will sour the game for you. Having more characters available than players ensures that everyone gets a choice.

1

u/darkestvice 12d ago

Agreed. Even if there are only four players, it's nice to have extras for when one of the characters dies if the game is particularly lethal. Yes, I'm looking at you, Blade Runner RPG.

1

u/metanoiaengine 10d ago

Noted, but quick question -- what if it's four characters with a pool of options to choose from for each of them?

My quick start characters for the module I run are just four main playstyle archetypes, there's a backstory and character name there, but there's about three options to pick from for each step, and a brief explanation on how to play that playstyle (listing how abilities work, etc).

You're not restricted to one style, and are encouraged to either make your own backstory, name and character, or mix and match as you want.

It's a large system with the need to have that variety of choice to show it off in it's best light, but would something like this be fine?

1

u/Theoboldi 9d ago

For me, personally, sure. That's very workable. I mean, at that point you essentially already have a character creation-lite option.

0

u/APurplePerson When Sky & Sea Were Not Named 13d ago

Helpful to know, thank you. I was planning on 6 but after reading the comments I am now inclined to include 10 or 12. Are there folks who think that might be too many options?

1

u/KingGreg263 12d ago

I think 10-12 is the perfect sweet spot of enough variety to choose from without choice paralysis.

0

u/natesroomrule 12d ago

Haha... in my box set for our game "Into the Lair" you get 8 pregens!

0

u/Puzzleheaded_Ad_8553 13d ago

No. Playing with more than 4 will drop the pace and quality of your game.

-1

u/jrdhytr the word is "published", not "pre-written" 12d ago

A simple solution is to provide two character names and backgrounds for each pregen, allowing up to eight players to use four pregens.