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Labyrinthe Forum _ General Discussion - OOC _ Party Size

Posted by: Abel Feb 8 2018, 10:39 AM

Hey all!

Was musing this with some people the other day: Whats the best party size?

I personally find that 12 people is often the case of "being lost in the crowd", both in usefulness to a group and personal interaction, and that there is far less challenge. I'd say ideally 8 people feels more like a group where people matter rather than just "meat" and a sense of camaraderie amongst people just trying to survive grows. More often than not I find that character bonds form stronger in these enviroments.

Thoughts?

Posted by: Ferro Feb 8 2018, 11:21 AM

I agree. It's easier to get involved and "be needed" when there are around 7-9 players, especially against a full crew (which admittedly is quite rare these days).

Perhaps that's why? Because we're more often than not facing less than full crew?

Posted by: BBB Feb 8 2018, 11:41 AM

Personally I find anything over 8-9 tends to be less enjoyable but that's not always the case.

Those Guild Specials where everyone is looking out for everyone else can work with bigger parties although for Professional Guilds its then harder to distinguish yourself from the crowd as you will tend to all broadly have the same skillset.

I think generally the dungeons I've had most fun on have tended to be smaller party ones.

BBB

Posted by: Dave Feb 8 2018, 12:13 PM

Generally smaller as it’s rare tou have a full monster with the capability to trouble some people!

The 14 man dungeon where will powered reff and we had 5/6/7 monsters was terrifying. All depends on party make up and crew size / experience

Posted by: Ryan Feb 8 2018, 12:14 PM

I think 8 is optimal but I’ve always had a great time on those rare occasions your 3-4 man events are green lighted!

Posted by: Gordon Feb 8 2018, 12:42 PM

The best cave dungeons I have done have definitely fallen into the small party category from the one solo I have done, the pair of duos and numerous quartets over the years. However these have also been written to those player numbers and characters in mind so are much more tailored and you would expect to be a higher quality and provide a greater enjoyment than a random dungeon.

I get a buzz out of tackling challenges alone or with a very small number of companions, which is I guess why I have played a high number of scout classes over the years and designed characters to do exactly that.

However in general dungeon terms I prefer a smaller party, less OOC combat noise, more room to manoeuvre to avoid or engage in combat, more chance to be involved in all aspects of the event and less likely to miss things, much more impact when your golden ticket abilities or clever application of things works, less issue when there isn’t a full crew supporting the dungeon, more opportunity to engage with set pieces if they are present. The list goes on.

That is not to say full party and big party events aren’t fun and don’t have their place or that I would want dungeons to be capped at lower player numbers.

Nor is it to say that smaller parties should always succeed, sometimes you just don’t have the skillset or abilities to survive or overcome the encounters before you.

Plus I’d hate to re-calibrate stating for 8 player dungeons, I’m already seen by some as an overcooker as it is:)

Last but not least Labyrinthe isn't a low cost social club or on line game with monthly membership fees where you an tune the content to your tastes. The caves has to run on business principles or we will just lose it and to go to 8 man parties as standard I expect you would be looking at £60 a head for a double length with a cash minimum of possibly £30 rather than the £10 it has been for a long time. I for one would balk at £60 a day even for something I have loved for so many years.

Posted by: giles Feb 8 2018, 01:31 PM

I agree - I think 8 often works better - though a lot depends on whether there's a full complement of monsters - 12 I think is certanly the upper limit. Also depends on the dungeon, and also the party composition I think - a well balanced party of 8 is perhaps ideal - but sometimes you'll have someone playing something different and there's less wiggle room in a group of 8 if everyone is playing their 'as troll samila but . . .'
I think 12 works fine because of that variety (and because it needs to pay the rent/bills etc.). Though I've done some great dungeons where there have been 16 players - it varies mostly with the event & monsters

Giles.

Posted by: JamesC Feb 8 2018, 01:56 PM

I often find it is down to party balance, on some dungeons the front line is so crowded you can't get involved, or the much more terrifying experience of no front line at all or where no healing is available turning into chaos as everyone runs in different directions at every combat encounter.

Also some areas in the caves are more open than others with the open ones being more suitable to larger numbers where others bottleneck so less people can be effective.

I do quite often find in the bottleneck areas that problems have already been dealt with before I even know they are there reducing my involvement.

Whilst I agree on the points that less people = more fun the argument about business value is a strong point. Maybe different areas for different party sizes could play a part in it to open play up a bit.

Maybe something could be changed about the booking process so everyone knows in advance the kind of party make up that is coming to better choose what to play and to allow refs more information to choose areas and dungeon content. This would allow front line heavy parties a larger area to protect increasing the danger or larger parties able to tackle multiple problems simultaneously making everyone feel more involved rather than the liner path many dungeons take due to physical restrictions.

Posted by: TimTreadwell Feb 8 2018, 03:14 PM

I've done a number of duos, quartets and small party adventures over the years as well as full party ones.

I've enjoyed them for different reasons. Party make up, Ref style, number and skill of monsters, campaigns, overland and extended lengths. Huw's "No Fee" quin/sextets were awesome. Lee's Elbereth/LotS campaign was outstanding. The "Pants" crew were so very very funny with us all constantly screwing each other over.

You can be more specialised on a larger party and really have to be semi-combat on smaller ones. (Saying that the Tsu-Ling & Haruld overland duo was hilarious and we were very effective.)

I think it depends on your personal taste. Do what you like to do the most.... if you can.

Tim.

Posted by: icdhunter Feb 8 2018, 06:50 PM

Ten for historical reasons wink.gif

Posted by: BBB Feb 8 2018, 07:21 PM

QUOTE(icdhunter @ Feb 8 2018, 06:50 PM) *
Ten for historical reasons wink.gif


*sigh*

BBB

Posted by: icdhunter Feb 8 2018, 07:26 PM

QUOTE(BBB @ Feb 8 2018, 07:21 PM) *
*sigh*

BBB


It is always about the Company

Posted by: Abel Feb 8 2018, 09:00 PM

QUOTE(icdhunter @ Feb 8 2018, 07:26 PM) *
It is always about the Company

This is very very true

Posted by: Leo Feb 9 2018, 12:29 AM

My best memories are all of 4 person parties, usually of wildly unbalanced characters.

Posted by: gormaden Feb 9 2018, 09:47 AM

Echoing the general sentiment - smaller parties allow you to be more directly involved with the game and the IC relationships develop faster.

I fondly remember the St Michs special with like 3/4 of us.

Having said that there is a place for bigger Parties, what happens is you get a sub group forming - the senior mercenaries "old man" party with Stuart Maggs and Julian was just so touching and Brilliant.



Posted by: Trickyz Feb 9 2018, 10:52 AM

I think its usually the company rather than party size that makes it work for me.

Posted by: BBB Feb 9 2018, 11:36 AM

QUOTE(icdhunter @ Feb 8 2018, 07:26 PM) *
It is always about the Company


And I see that the reference has passed the heads of everyone else on this thread so far.

Damn we're old... wink.gif

BBB

Posted by: Stevelouch Feb 9 2018, 12:04 PM

QUOTE(BBB @ Feb 9 2018, 11:36 AM) *
And I see that the reference has passed the heads of everyone else on this thread so far.

Damn we're old... wink.gif

BBB


Yup

Steve

Posted by: JamesC Feb 9 2018, 12:14 PM

Speak for yourself tongue.gif

Posted by: Gordon Feb 9 2018, 12:19 PM

QUOTE(icdhunter @ Feb 8 2018, 07:26 PM) *
It is always about the Clique


Fixed it for you

[Fully in tongue in cheek, would have loved to have been a part of it]

Posted by: icdhunter Feb 9 2018, 12:51 PM

QUOTE(Stevelouch @ Feb 9 2018, 12:04 PM) *
Yup

Steve



Sigh mellow.gif

Posted by: Alasdair Feb 9 2018, 12:56 PM

Yeah - all about the people... on both the party and the crew.

That said larger numbers make sense for longer duration events... it is hard to keep energised otherwise and tempo lulls.

But probably the best memories have been of parties with seriously deficient composition and their weaknesses exposed, they "find a way". Generally that works best around 8...

Al

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