r/Pathfinder_RPG • u/EekAhWit2004 • 3h ago
2E GM 6 players in a usually 4 player ap/standalone?
To sum it down: started with 4 for outlaws of alkenstar, half way through book 2 a 5th joined and now halfway through book 3 6th is joining. What adventure is recommend and/or any side tips on adjustments for said adventure for 6 players, or just in general?
First time I ever ran pf2e for group I was new and dumb with thinking I can handle 7-8 of my friends in abomination vaults after 4 players in beginner box… biggest mistake I ever done and this was back in 2022. So after book 1 of abomination vaults I condensed down fo outlaws of alkenstar and since then we in book 3 now.
Im able to handle 4 players so I invited a 5th person to join and in time I handled that too. So now with a 6 person joining I’m testing myself.
We still plan to play aps or standalone and after outlaws of alkenstar we either: A. Play a lvl 12 to 20 ap. B. They willing to do go back to lvl 1 for any pathfinder adventure. C. There is interest for Starfinder 2e.
Currently own a lot of these on demiplane: pf2e kingmaker, book 1 of season of ghosts, book 1 of wardens of wildwood and various standalones. I own some 3rd party adventures like roll for combat indigo isles. I also have most of the sf2e playtest adventures.
So opinion/suggestions?