Crazy Thoughts - Modules designed for six to nine player...

 Every modules does it. They are designed for a large group of PC. Keep on the Borderlands was for six to nine player characters of 1st level. Tales of the Yawning Portal's first adventure (the only one that lists the number of players) says it is for a party of four to five 1st level characters. I'm not sure what the average group of players is but 4-5 sounds more likely than 6-9. 

But what if they wrote modules for 2-4 players. Instead of adding a bunch of hirelings and NPC to minimal player sessions you'd be ready to go, and if you had a slightly larger group the GM just doubles the numbers in each encounter. 

Or, since 5E punts the statblocks to another book you could write them all up to include a small/med/large party with minimal effort. That way you could make one super-boss monster instead of have two or three different ones because you doubled the numbers as suggested in the last paragraph.

It would sure be easier writing encounters for a small number of adventurers and the process of scaling up would mostly be easy.

Anyway its just a crazy thought, not fully formed yet. I just remember GMing one-on-one and two-on-one back in the day and setting up adventures was super-easy.

1 comment:

  1. It's not a crazy thought! It makes perfect sense. There are some Referees that have 6-9 players per session, but the majority of them, I'd wager, have more like the 2 to 4 you mentioned. I'd bet there's a market for small-party adventures.

    ReplyDelete

5Es Tiers of Play

 I liked the idea of Tiers of play in theory, but my game just went to the 2nd tier and I didn't really like the way 5E handled it. I...