8 thoughts on “Just noticed that the BitD book suggets 2-4 players + the GM.”

  1. Just be cognizant of everyone getting a chance to shine now and again. It will probably be fine unless you have a player who hogs the spotlight or another who literally hides from it.

    Unlike games like DnD where you have to carefully craft encounters to make them the right challenge level, Blades is easy to make challenging. Bad guys don’t really have stats and are roughly as tough as you need them to be.

  2. I’ve run 6 players and you do have to make sure that the quiet ones get involved in the action. Find challenges that play to the strengths of their characters. While they are learning the system give the players simple but interesting scores to do to introduce the mechanics. Once they have a better understanding of the rules don’t be afraid to throw difficult challenges at them as a large group can soak up a lot of stress. If one player gets into difficulty remind them that other players can step in to take the consequences.

  3. Keep an eye on downtime. More players means more downtime actions for the crew, but less Coin to go round. You may want for emphasise long term projects. Saying that, our 6-player campaign went very well.

  4. If you have a large group, but not everyone can show up each time, Blades’ Score-Downtime cycle can be a real boon. You don’t have to have everyone present on every job, and it can be really fun to throw something at the crew and have them realize “Man, I wish our Whisper wasn’t off getting drunk tonight!”

  5. There’s a lot more stress pool to go around, and once they climb up in tier when the gang flips over on XP there’s a ton of coin in the coffers. It unbalances downtime action economy (may want to give higher tier factions a few more rolls during downtime)

  6. Stras Acimovic has a good point. Mostly when I run big games it’s at cons where those economies don’t come into play as much, but for a campaign, it’s a thing for sure!

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