# of Players for DiTV ?

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Keith:
Every game of Dogs in the Vineyard (save for two) that I have ever run has been for just a single player.  The gaming group has evaporated, so it's just a one-on-one thing.  The most I've ever played with is two other players, which ran well, but never long enough to flesh anything out.

I know it's not ideal, but I find with just a single player, the game runs without a hitch.

David Artman:
Quote from: lumpley on December 17, 2008, 07:03:36 AM

It's just how the game works - a combination of the scale of town creation, the effectiveness of any given PC, and the time and attention the dice demand.
Could I get you to unpack that a bit, Vincent? If you can in something short of a Massive Essay.

Seems to me that, beyond three Dogs, one would want to do two things:
a) Get them aimed at each other. No, it's not YOUR Aunt who's the False Worshiper... it that Dog there's! This will also mitigate the fact that 4+ Dogs should utterly roll over any opposition in town, up to and including a mob and the Territorial Authority backing a Sorcerer with 5d10 of Demonic Influence. (Hmmm... would it work to dial down the number of dice the players get to build Dogs?)
b) Bifurcate the problems. Maybe make two (or more) inter-related Sin Progressions, in a given town (a city?) without turning it into two parallel games at the same table. Yes, scene management would be a challenge, but the Dogs often want to split up and root out, anyway, so might as well amp up the number of opponents, so to speak.

But I'm sure you're more familiar with the core of the system's balance, and I guess that's what I'm asking about.

(P.S. Finish Mechaton! I should make that my sig....)

cra2:
Good points, David.
I second the motion to have Lumpley "unpack" his statement.  :)

lumpley:
I don't really know what else to say about it.

The town creation rules create towns with problems this big.
One Dog, in action, can take on this much.
One Dog's actions require this much time and attention from the group (based on, simply, how much time it takes to see, raise and escalate through a conflict).

1 town's problems divided by how much 1 Dog can take on = about 3 Dogs.
1 3- or 4-hour session divided by how much time 1 Dog's actions demand = about 3 Dogs.

Having more players at the table means you need more problem in the town AND more hours in the session, if you want every Dog to get to do a whole Dog's worth of stuff.

Anybody still wants me to say more, ask me direct questions, maybe? That'll help me.

-Vincent

chance.thirteen:
Are Dog minutes seven times as much as people minutes?

(I had to.)

So mathwise, you are saying there are about 3-4 Dog hours of play per town, traditionally 9-12 total Dog hours of play.

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