Unusual Group Sizes

The standard group size for Starfinder 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

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, small group games 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 mercenaries, followers, 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. Think of such characters as a support network for your PCs or an additional asset the PCs can leverage to achieve their goals. When running these GM-controlled NPCs, consider allowing your players to give the NPCs basic directions, tactical suggestions, or even select their exploration activities or targets in battle. If the PCs are working on a plan or enacting a combat strategy, these NPCs should always support it and supplement it, not hinder it—even if such actions would be out of character for that NPC. You can also use variant rules like free archetypes, extra loot, or even just a few bonus trained skills to help improve the PCs' overall flexibility.

Large Groups

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, and what happens to the characters of players who are absent for a session. Ideally, you develop a simple narrative reason that enables all characters to participate in or sit out events from session to session, as player attendance requires. Some players prefer to leave their characters with the GM and have them become party-run or GM-run NPCs during their absence—such characters should be treated with care, have their consumable equipment and valuable resources preserved, and shouldn't be at risk of death or permanent harm.

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 armory, 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.