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Sweety Song
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There's another way to put the too many people concept that maybe you'll understand more fully: How hard your quest is to follow is an exponent of how many details the players have to keep track of.
If there's no stats but yes a fair number of developed, reoccurring characters with their own character development and agendas, that can work as long as we don't go into the Russian novel problem of too many names to remember at once.
If there's complicated stats and economics/strategy at work then the characterization and personalities should be kept light and supplemental to figuring out what's going on.
Highly developed sociopolitical combat and strategy settings are difficult not just for you because we have to keep track of the overall map, the overall alignments, the specific alignment exceptions and personality clash/infighting issues, and we haven't even gotten to what they're using to fight, who their minions are, who the neutrals are, why they're fighting, what the spoils are, and maintaining an understanding of who knows what and how they act on that knowledge.
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