What’s the ideal maximum and minimum number of players for a crew? When does the game start to stretch?

What’s the ideal maximum and minimum number of players for a crew? When does the game start to stretch?

What’s the ideal maximum and minimum number of players for a crew? When does the game start to stretch?

Reading the QS I believe that three is the minimum optimal number for a crew, specially for the team action cycle of onpoint, backup, follow through. 

I’m asking because I’ll be running the game with two friends and tomorrow I will GM in our local club, which might be a far bigger group.

9 thoughts on “What’s the ideal maximum and minimum number of players for a crew? When does the game start to stretch?”

  1. I would say at most five because it gets hard the get the spotlight around in time. Four would be comfortable. As a GM you are juggling a lot, I’d aim to keep the gang small and dirty.

    If it is a lot more, break into smaller groups.

  2. Two rogues should work just fine, although they will have some gaps in what skill coverage they have.

    (Note that there’s only two positions for teamwork. “followthrough” is an action that someone on backup takes as they become point after a setup action.)

  3. 3 to 5 crew members is what John recommended. When I ran the quickstart, I made a Lurk that helped covered the murder sized hole of my two player’s Hound and Cutter

  4. I played it, but deferred group decisions to the other two as much as possible (was pretty easy and worked pretty well to begin with.)

    With the shared responsibilities on so many things like the devil’s bargain and establishing dangers it worked really well.

  5. It also helped me steer things a little bit so they got to see each of the on point actions. (They were hesitant to use the Lead a group action move for some reason, so I had my lurk do that when he went on point at the very end for the escape.)

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