'K so I'm gonna create a lot of threads so we can at least start discussing how various game elements function. Let's start with gates. These are especially problematic, however, I think we can be sure of one constant of every session: There are seven gates above every house. One might think it would vary per number of players, but Vriska's tricking Tavros names the Seventh Gate as the troll gate to the Denizen, and she has no reason to lie about that or pick number seven as the final gate. So, I will first discuss how each gate progression should be approached per number of players, assuming the smallest number of players is TWO and the greatest is SIXTEEN.
So, here on out is suggestions. Let's get debating!
To start, I will note that I am going to refer to each world in an incipisphere from the perspective of a given player as follows: Their world is World 1, their server's world is World 2, server's server is World 3, etc, until the link is closed. This means that from John's perspective LOWAS is 1 and LOHAC is 3, and from Dave's perspective it's the other way around.
Now, first it would be best to discuss progression in a four-player system. Though there are maps of the Incipisphere plotting gate progression through the kid's session, I suspect that both these and Davesprite's explanations are WRONG. They claim it works like this: Random place in World 1 -> House in 2 -> Random place in 2 -> House in 3 -> Random place in 3 -> House in 4 -> Random place in 4. Under this set-up, John ends up fighting the LOFAF denizen, Rose the LOWAS, etc. This seems suspect, since John's seventh gate is supposed to lead to Typheus' palace. Furthermore, Dave's 5th gate leads to LOHAC. Even with the handwave "LOFAF was not included in the progression", this doesn't work. He would either end up on LOWAS (assuming he passed through LOFAF twice) or LOLAR (assuming he skipped LOFAF). In fact, the only gate Dave has would take him to a random place in LOHAC, again with or without LOFAF, would be Gate 1.
So, based on what we've seen from John's progression and Davesprite's, here is what the canon gate set-up is for certain:
Random place in World 1 -> House in 2 -> ? -> ? -> Random place in World 1 -> ? -> Denizen's Palace in World 1
Therefore, I suggest that a set-up for the gate system with four players works like this:
Random place in World 1 -> House in 2 -> Random place in World 1 -> House in 3 -> Random place in World 1 -> House in 4 -> Denizen's Palace in World 1
It is a little unbalanced, but if we encourage players to go through gates that are not their own (by keeping Grist gain low around the house, forcing them through the 1st gate to properly explore the others worlds and get stuff to build up the houses, perhaps) then this works out rather nicely.
We could also disregard canon and have EVERY gate lead to a random location on another world, forcing the player to find the house, hope the next gate is built to, and go through it. But maybe this isn't popular
Now, for progression in other systems. These are relatively simple, I think:
2 Players:
1-> 2-> 1-> 2-> 1-> 2-> 1
3 Players:
1-> 2-> 3-> 1-> 2-> 3-> 1
4 Players: (covered)
5 Players:
1-> 2-> 3-> 1-> 4-> 5-> 1
6 Players:
1-> 2-> 3-> 4-> 5-> 6-> 1
And unfortunately, after this seven gates is no longer sufficient to cycle through every world AND take the player back to their Denizen. Therefore, bifurcation is the best approach, as it already has canonical precedent. Bifurcation should always split the team into Derse dreamers and Prospit dreamers, ala the troll session. A 7 player session, therefore, has a track of 3 and a track of 4, one of which belongs to Derse and one to Prospit. Eight is 4 & 4, Nine 4 & 5, etc. This too breaks down at 12, so for 13+, we need to bifurcate each set of dreamers, creating FOUR loops. 13 will have one loop of four planets and three loops of three, 14 two each, 15 one of three and three of four, and 16 will have four loops for four planets.
If we keep this approach, I propose that there be hidden gates on each planet as well, to connect the loops. There can simply be one for each planet, or perhaps one for each loop. This lets exploratory players have some fun instead of being limited to at best, six of the possible planets in the session. (Well, okay, there are obviously other methods of getting around, but the gate system is basically fast travel).
So, I hope I didn't blow too many people's brains out or confuse them. What do people think with this approach? Objections? Alternate scheme-y plots? Post them here, let's get the debate going!