How well do the inter-character dynamics/mechanics work in Masks with less than 3 or 4 players?
How well do the inter-character dynamics/mechanics work in Masks with less than 3 or 4 players?
How well do the inter-character dynamics/mechanics work in Masks with less than 3 or 4 players?
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Less than three? That’s hard. It’s not impossible, but it kinda becomes a different game when it’s two heroes. They both really have to bring it all the time.
Yeah, at that point I think you’d lose a lot of team/teen drama. There’s only one relationship, so you don’t have any of that intricate social web like you can get with more players. If they’re fighting, they can’t blow off steam with another teammate, and if they’re dating, another teammate can’t be jealous. It’s basically not a team game anymore, which means it’s mostly a completely different game. It also basically makes the Bull unplayable, but they kind of break down at three players too. I honestly think four or five is ideal.
Thanks. That’s the feeling that I had but I wanted to check with people that had experience running it.
With less than 3 you want to have NPCs constantly bringing drama/problems, for certain. 3 is pretty okay, but don’t let them play the Bull, then it gets really claustrophobic.
At least 3 seems ideal, but with just two, I’d consider 1 or 2 “highlighted” NPCs that you can use to anchor some of the interaction needs of the PCs.