Booting up a new group

For so long I resisted bringing in new players, and delayed and delayed, until I reached the point of "new people and game" or "no game".

So I went to the interwebs, and got those people, and its been....AWESOME.

But I don't really have the problem you have: I basically advertised for 4E players to join an ongoing game. If asked, I indicated that it was in my own homebrew. In any case, I got a lot of interest, and am happy--so far--with those who have joined.

It does change things. I have to be more cautious with house rules and that sort of thing, but that is probably for the better.
 

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One thing I can add, though it still does not really help, is the problem of "revealed prefrences". What people say they want is not always what they really want, what they really want is only revealed through what they do.

To give a simple--but real--example. "I want more opportunities for role-playing" meant "I want a more powerful charecter that is easier for me to play". This was an extreme case, but I have certainly seen more subtle situations like it many times.
 

Sometimes there can be paralysis when you try to please everyone perfectly.

I'd get a general consensus, but beyond that you have to run what you want to run in order to do your best job.

no paralysis for me. i am there to game and willing to put forth all the effort necessary to have a good time.

i treat the players like adults.

i am sure Umbran will too.

play styles mesh or they collide. some players stay. some leave. it is the normal order of things.

no biggie.

you learn within 2 sessions at most. usually it only takes 1 for someone to state their objections.
 

So, some of the questions I've been asking.:

I start with a very broad one: What are you looking for in a game?

This is intentionally unfocused. I find that generally the player will tell me some of the things that are most important to them - this can give me some sense of their priorities, which can be a bit difficult to determine if I start with a series of specific, focused questions.

Then I follow on with (in no particular order):

Do you have a particular fictional genre (fantasy, urban fantasy, superheroes, hard sci-fi) that you specifically like or dislike? Any that you don't know about but are specially interested in trying?

Do you have a particular system(s) you like? Dislike?

Morality - some players like playing White Hats, Black Hats, or morally questonable hats. What's your preference? Do you have a preference for what other players in the party play in this regard?

Electronic tools - do you expect the game to have a wiki, messageboard, or other online tools associated with it? Are you particularly for or against the use of such tools?

Position on fudging and GM Fiat?

Political plots - do you enjoy or dislike playing characters that are deeply involved in the setting's politics?

Setting conceits - do you have any particular setting style preferences? High magic/low magic, love D&D, hate Forgotten Realms, always wanted to try historical pieces, or what have you?

Personal plots - do you enjoy or dislike playing characters that have plot hooks specifically for them, personally?

In most cases, I learn not just the answer to the question, but considerably more n how the question is answered, and from the chitchat the questions engender.

At this point, I'd not advise people to do this as a simple questionnaire to fill out - make it into a discussion.
 
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First order of business: find out what systems folks have played and what systems they like.

I find that knowing what people have played/liked will often be an indication of the type of game they like, or at least the kind of gamestyle they are most familiar with. For instance, someone who has only played V:TM games is less likely to have experienced Hack'n'Slash, Monty Haul, and more likely to have dealt with political plots and heavy RP.

It also tells you what systems people DO NOT like. If someone is unwilling to play anything but D&D, there you go.

Second: I tell them up front what kind of GM I am. "This is my style." This sort of relates to SNG, but to other things as well. Do YOU prefer to run your adventures, or facilitate the PCs? What emphasis do YOU put in all your games? Tell them what they should expect (no mattter the game) when they sit down at your table.

Third: Typically what I do is the presentation method. I come up with 4-5 ideas, each different, each emphasizing a different style of play (and in your case, a different system). So I have a "Colonize the Dark Continent" game with elements of Nation Building, Local Politics and Exploration, a City based game with elements of Intrigue/Espionage, and a "The World is Falling Apart" game with strong Heroic, PC goal oriented game. Each has a paragraph or two describing the setting.

Then I put all of those on one sheet, pass them to my players and ask "Tell me which is your 1st choice, which is your 2nd".
 
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- Powergamers or casual gamers?

This one I have to wonder about - I'd probably reword it. "Casual" is about the levelof player investment in the game. "Powergamer" is about how you express that investment. I have seen some players who are by no means "causal" who don't mechanically optimize.

I might instead ask where the player fits in Robin Laws' Taxonomy of players or in the WotC market Research Breakdown of Players


Since these people are all gamers already and you don't need to introduce the concept of an rpg to them I would start out with the major questions:

1) What genre?

2) System

While a couple have shown some slight preferences for or against a genre or system, the answers here have all still been, "If you run it, I'd like to play it" - so, no strong preferences to go on.

I'm trying to engineer some of the other questions so that their answers will indicate which genre and system would best suit.


One thing I can add, though it still does not really help, is the problem of "revealed prefrences".

I've found that is one reason to not do it as a questionnaire, but instead as a discussion. If you get the player talking for a while, some of the more hidden preferences are revealed, where a typed short answer won't show them. It isn't perfect, of course, but it is better.


To give a simple--but real--example. "I want more opportunities for role-playing" meant "I want a more powerful charecter that is easier for me to play". This was an extreme case, but I have certainly seen more subtle situations like it many times.

I've run into another variation on that: Some people want to play powerful and effective characters because they like the fights. Others want to play powerful and effective characters because they don't really like the fights, so they want the fights to be over quickly.
 

So, I'm not putting up signs in my FLGS or in the Gamers Seeking Gamers forum...
I feel I have to give a shout out to the Gamers Seeking Gamers forum here on ENWorld.

6 or so years ago I responded to a posting and I met some great people, some of whom I invite into my home every other week (and all of whom I would, if they still had the time/lived in the area).
 

I feel I have to give a shout out to the Gamers Seeking Gamers forum here on ENWorld.

My preference in no way means I think that the GSG forum isn't good, or that you get lousy gamers from it, or something.

I'm just kind of particular, is all.
 

Whenever it's a new game I'm DMing, I always ask the players what exactly they want. Such things would be:

- Which system?
- Sandbox or railroad?
...

I hope it is presented a continuum and the players are allowed to reply with points in between or a range of acceptable options :)
 

Lots of good replies. I would add that when soliciting the prospective player's views on gaming, in addition to asking them to characterize different aspects, have them give some specific examples of what they mean.

For instance, what you mean by roleplaying may not be what your prospect means. An example can be very illuminating.
 

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