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in relation to my last question, how many players do you recommend in this system? it revolves around having 16 pcs, but 16 people would be utter hell to coordinate, especially for trials. Also,, how many npc's would you recommend? So far I'm thinking 6 players with 2 characters each an 4 npcs, but I'm curious as to your insight
Hi again! Sorry for the delayed response, if any. 
The handbook itself recommends 3-5 players, each with their own character. With five already pushing it, I’d be extremely wary about 6, but if your narrative allows it, then it can be possible.
However, I wouldn’t give the players more than one character each, especially not with 6 players! Having NPCs on hand (to kill or be killed) allows players to be idle while the GM creates tension through NPC related events. It’s also a lot easier for a player wanting to murder to take out an NPC, as opposed to a player.
If you’re worried about controlling a lot of NPCs, consider the following:
You don’t have to have 16 students total. Depending on how long you play, you can have 12 instead -- making for 6 students vs 6 npcs in this instance. It also means that if you do have to kill a player, it’s likely the campaign’s nearing fruition anyway. 
Also, note that freetime events -- where players get points from interacting with other characters --  shouldn’t result in you rping as 6 or so characters with the players for several hours. Instead, I’d go around the table and have each player summarize what they do during their freetime. For example:
Player 1 says that they hang out with NPC 1. the GM asks why, and the player says to learn more about their family life. The GM returns with a sentence or two about this info (possibly based on a roll), and gives out bond points. Then, the question is asked to the next player, and so on, and so forth. 
Lastly, A player who gets killed can be offered the role of an NPC if they still wish to play, if you know the npc in question isn’t going to have a heavy hand in the plot. 
I hope this helps! 
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Question: Any mechanics to class trials at all? Is it just discourse, rolls involved? I'm confused on what to do specifically here....
Trials are primarily ‘discourse with rolls’, more or less! Heavy focus on the discoursing, but rolls shouldn’t be omitted completely -- after all, bond skills can come in play during this section, too!
Consider this example: A player presents information to the class -- something unheard of from the bulk of the npcs and other players alike. This is a perfect time for a GM to call a roll, in which the player can (secretly) decide to add their Charm or Deception depending on the player’s goal. 
When the result is rolled, present the issue globally -- it shouldn’t be a simple ‘you succeed’ or ‘you don't’, however. Taking the example above, let’s say the player lows really low. As a result, one of the NPCs find fault with that, declaring the player a liar -- and now the so called liar has to present a new point. But, another player believes them, and they decide to take the reins, pointing out factual information that all the students have, and connecting to the other’s claim. The NPC, while still not fully convinced by the original player, might then ask to clarify a few more things.
The above not only is more thematically interesting than ‘you didn’t convince anyone’, but also provides means to guide the players to a solution -- be it wrong or the right one! Ultimately, rolls should only be used to move the conversation when it lulls, instead of bringing it to a halt altogether.
On a final note, players can roll Insight whenever they aren’t sure of information -- they do not need GM permission to use it! In fact, unless the players are aimless on where the trial is going, I’d only call for an INS roll when an NPC is specifically trying to persuade a particular player, rather than the whole party, regardless of it they’re trying to tell the truth or lying to the player.
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