Rules Index | GM Screen | Player's Guide


Chapter 1: Running the Game / Special Considerations / Group Composition

Unusual Group Sizes

Source GM Core pg. 21 2.0
The standard group size for Pathfinder assumes four players and a GM. Some additional changes to your GMing strategy might be useful for groups with dramatically fewer or greater players.

Small Groups

Source GM Core pg. 21 2.0
Small-group games focus more intently on the interests of the players and their characters, allowing for an experience that can be more customizable for each individual. However, they can also run into trouble when the PCs have gaps in their abilities. In many cases, the easiest way to adjust for a small group is to add additional characters. This could come in the form of allowing each player to play two characters or adding hirelings and support NPCs to the party to shore up roles that the PCs don’t fill. When adding GM-controlled NPCs to the party, it’s important to be sure that the PCs remain the stars of the show. In general, GM-controlled characters shouldn’t make major decisions, and they shouldn’t outshine PCs at their primary skills or roles. You can also use variant rules like free archetypes (page 84), extra treasure, or even just a few bonus trained skills to help improve the PCs’ overall flexibility.

Large Groups

Source GM Core pg. 21 2.0
Large-group games bring together the creativity and enthusiasm of many players, and they lend themselves to combat at a grand scale. However, they also divide the GM's attention. Large groups also need to set ground rules for how many players need to be present for the game to run when some players are missing. Recaps at the beginning of each session are crucial to keep everyone on the same page. Delegation is one of your most powerful tools to keep the session running smoothly. For example, you can put the players in charge of recapping the events from the previous session, handling initiative, managing the party's treasury, looking up rules, or helping with accessories like props and music. Also consider which tasks really need to be taken care of while everyone is there. For example, you could ask your players to handle selling items, deciding which common items they want to buy, and leveling up between sessions instead of at the table.

Inevitably, there will be situations and circumstances that don't involve the whole group. In a sufficiently large group, splitting the party is not necessarily dangerous. If the party splits up for more than a short stint, you can call for separate sessions to determine what happens to the two halves of the group, allowing them to reunite and share their findings afterward. Whether or not the party splits, having more players means less active time for each character. Look for opportunities to highlight each PC by providing challenges that play to their strengths or tie in story elements to which they are particularly connected.