AntiStateQuixote
Enemy of the State
Umbran said:Work for 9 hours.
No, THAT'S the real problem.
Umbran said:Work for 9 hours.
This is exactly how my group and I work. And we consider it a good thing.Von Ether said:Another barrier is what I call "rigid tastes." Whem some people say they want to role-play, they mean "If I think I am available to do some role playing it's only going to be "X" game, otherwise, I'll suddenly don't have the time at all." Some take this preference a few steps further, by having their heart set on a certain style of playing their perfered rpg or only playing with certain people.
It seems that as gamers get older, many of them lean this way. It's tough to get something going when the few gamers you know all have their ruts and would rather not game at all than game their way.
azmodean said:I never understood this 3 hour "decompression period" people mention. I can understand the concept, but at most (if there isn't anything interesting going on) I might spend 15 minutes vegging out when I get home from work. If there is something going on (and gaming is nearly the top of the list) I have no trouble dispensing with it entirely.
JediSoth said:I have a group of seven working adults (including myself), broken down into the following: 3 married with children, 2 married, and 2 single. What we do is devised a schedule several months in advance (I'm the host and DM, so that responsibility falls to me). We play every other Sunday (generally). I send an e-mail out to everyone telling them when the games are and then I remind them the Monday or Tuesday prior to the upcoming game. Since the game dates have already been schedule several months in advance, all the married guys can coordinate with their wives. The e-mail is just a courtesey, since we're all busy with work, home ownership, etc.. It works pretty well. Since I've started this system of saying "We're playing on 4/X, 4/X, 5/X, 5/X, 6/X, 6/X, etc. attendance has been a lot more regular.
Before we just planned things week to week. Now we know when we're playing all the way up to GenCon.
JediSoth
Those all sound like great suggestions for reducing the inflexibility of RPGs. In a similar vein, I'd suggest troupe play, where each player doesn't necessarily play exactly one character.Valen said:3. Each adventure is self-contained/complete. While there are on-going storylines, each session has a definite conclusion. Less to remember for the next session, no need to justify sudden "disappearances" of characters mid-adventure, and more satisfaction as each player feels something has been accomplished after each session.
4. Characters have rich, detailed backgrounds. This gives plenty of fodder for subplots and such that keep interest in the game and "excuses" for absent player characters.
5. Game time passes between each session. Like in the films, time passes between "episodes", so lots happens "off screen". It allows PCs excuses to not be there for the session. It also gives us a chance to handle some plots/equipment purchasing, etc. via email.
7. No fear in splitting the party, using cut scenes. Like in the films, I ran the game with the party split up most of the time. I also inserted cut scenes to the villains plotting -- essentially just reading off scripts. Rather than feeling left out, the players said they enjoyed "watching" the scenes that didn't involve their characters. Hopefully, I can maintain this without causing boredom -- since the characters have detailed backgrounds interwoven together, scenes where a player's character is not present could, nevertheless, greatly impact his character.
The point is that it's his switch from planning for a specific (board)game to planning a (board)game night that made the whole thing work. If he tried to put together a Diplomacy night, it invariably fell through. If he planned a game night, enough people showed up to play something -- maybe Diplomacy, maybe not.scourger said:The system in the original post nicely descibes "transactional costs" but presumes that people are interested in a general gaming group as opposed to an RPG group.
mmadsen said:The point is that it's his switch from planning for a specific (board)game to planning a (board)game night that made the whole thing work. If he tried to put together a Diplomacy night, it invariably fell through. If he planned a game night, enough people showed up to play something -- maybe Diplomacy, maybe not.
Are there any tips or tricks for pulling off the same thing with RPGs?