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."