Well would you look at that? A definitive answer to the age-old question. But even if an occult bromance is in the offing, we must pause and consider why these eldritch adventurers are grinding so hard for XP. If you know that there are big bad undead coming, it pays to get some practice in fighting big bad undead. I just hope for Jeremy’s sake that he keeps his head down. Poor kid has been killed enough already.

That said, we aren’t here to drop more techno-vampiric foreshadowing. We’re here to talk about small parties, growing pains, and bringing in fresh heroes. And that just so happens to be something I’m dealing with at the moment.

You see, I’ve finally gotten around to running my fellow AAW staffers’ campaign, Rultmoork. It’s a hard-mode dungeon with excellent handouts, animated VTT maps, and all the bells and whistles right in the box. Unfortunately, they couldn’t include players along with the cardboard standees. Of the six players who agreed to show up, only three were actually there on game day.

“Why don’t you make a DMPC who can be our healer / frontliner?” they asked.

“One war cleric coming right up!” I said. And so there was a party of four. That’s all you need to play, and the energy in the room felt pretty darn good. Yet by the same token, there are plenty of cool nerds that I want to game with, and there are technically still three slots open at the table. The question becomes whether I soldier on without adding fresh blood, feature a rotating cast of guest players, or invite God and everybody until we have six solid players.

As I’m pondering my personal stake in this question, I wonder what the rest of you guys think. Do you try to add as many people as possible to a game? Or would you rather have a core few, even if there are three or fewer players?