The Group of Four is an icon in roleplaying games (RPGs). The positions are well-known and beloved. You have the fighter, with their open and personal fighting style; the skilled member, with their seemingly endless ways to maneuver around and through situations; the magic-user, with their array of spells and mystic knowledge; as well as the support. What is support? They serve as the healer and glue of the characters. Every player has their own position to dominate, and makes up for their party’s weaknesses, making the format heavily favored among many video games and Table-top RPGs (TTRPGs). However, this route is systematically less efficient than a Five-Man Band or even a Party of Three. What do these two alternatives have in common? They’re odd numbers. This small change may seem ridiculous, but through this tiny differentiation they elevate themselves above the titular four. Having an odd number of players allows for less infighting, as majority rules determine all decisions. (No ties.) Meanwhile, The Group of Four has the potential to split into even groups, and as such can be left bickering over one subject for a longer margin. It also encourages splitting of the party which raises the potential for total party kills. The Five-Man Band also allows for more flexibility between occupations, and creativity soon follows. One member will always be at least partially skilled in another's forte, and this provides more stability, along with giving multiple members of the party something intrinsically in common from the start. It also rewards those whose talents are broader, and allows them to use the full ensemble. The Party of Three on the other hand, provides hyper-positioning for those who wish to dominate one field and one field only. It also encourages newer or shyer players to roleplay more effectively, as they take up a larger portion of the group. Of course there is nothing wrong with playing in a Group of Four, and some will always prefer it. Not to mention that many games are balanced with a party of four in mind. But from a narrative perspective, or even a design one, it may not be the pinnacle that we have made it out to be.
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AuthorMcRae Walker, an 20-year-old writer and lover of many dorky topics. Archives
September 2022
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