four or five is my sweet spot as far as being able to manage people. I am actually a newb to roll20. have been running a BECMI D&D game for about three months, and that has grown to seven! It only works because I used a disciplined style and a list of players to call on. That helps compensate a tiny bit for the lack of eye contact and body language. IRL, you have physical faces to remind you people are there, and their body language will let you know who is antsy and has not been called on in a while. I have put a little thought into it, and I have a short list of HRs to pass by you. Strict M20 only. Anything from earlier editions and/or related books is at the SGs discretion. Whomever is running a story can include ideas an elements from the past in small bit. No Cross-game characters. A vampire or werewolf companion should be recreated using the rules from Gods & Monsters. A Mage game should be about Mages. Whomever is the SG of a session may incorporate, to a moderate degree, elements of other editions or games as they see fit. My philosophy is that the DM is the game. However, this should not be done in a way that constrains other SGs. M20 superceeds all previous cannon. The last one is the only mechanical House Rule. Instead of Transcending Instruments, a Mage gets to *include* more Instruments. An Instrument is required unless your Arete is two points higher than the Sphere rank requires. Instruments are always required for Ritual casting. The first Instrument (or one of them) carries the Difficulty modifier as normal. If the spell is a Rote or cast as a Ritual, you may incude a number of Instruments equal to 1 plus half Arete. Each Instrument beyond the first adds +1 die to the roll. Finally, if the spell is both a Rte *and* a Ritual, then 1's do not cancel successes. The first few are proceedural suggestions. The last one is the only "rule" HR