English edition v1.3.3
#Party-Dynamics Guide
Contents
#§ Situation
The core assumes a 4~5-person party. Vary it for non-standard dynamics such as solo · duo · 6+ · generational change.
#§ 5 Variations
#1. Solo (1 PC)
Introduce 30-07 variant A. Additions:
- The GM runs 1 accompanying NPC (Minion-grade).
- Shorten PC action time by 50% (fast 1 vs 1 progression).
- Run interludes in detail (the depth of 1 PC).
#2. Duo (2 PC)
Introduce 30-07 variant B. Additions:
- Emphasize the two PCs' friendship · rivalry.
- Guarantee 1 vs 1 dialogue time for the two PCs in interludes.
- Weaken squad-unit effects (each PC can be a squad leader).
#3. Large Scale (6~8 PC)
Introduce 30-07 variant C. Additions:
- 1 session's time is 1.5 times (PC action time).
- Prioritize squad-unit combat.
- Distribute key events per PC (fairly).
#4. Generational Change (a new PC after a PC dies · retires)
The core assumption — when a PC dies, a new PC is introduced. Generational-change rules:
- The new PC starts at the same dan number as the previous PC (campaign balance).
- The new PC is recommended to have a relationship with the previous PC (disciple · child · relative, etc.).
- Some of the previous PC's divine objects · assets are inherited as a legacy (within 50%).
#5. Party Split · Merge
When a party temporarily splits · merges in a long campaign:
- Split: the two groups adventure separately. The GM runs each side for 1 session each (a time burden).
- Merge: reunion after a split. Information sharing + integration of both sides' effects.
- Recommended frequency: 1~2 times per campaign (frequent use confuses the PCs).
#§ Anti-Patterns
- Emphasizing squads in solo · duo: squad-unit effects are unsuitable.
- A 1 vs 1 duel in large scale: the other PCs get bored.
- A new PC who is too strong or too weak at generational change: it destroys the campaign balance.
"One swordsman, or a warrior band of 8, all have their own story."