Booting up a new group

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

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

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?
You're good up to here. This one, however, gets real sticky in that you're opening the door to letting players tell other players what they're allowed to play. And that never ends well.
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?
A couple more you might want to lob in at this stage, that are kind of all connected:

Mortality: do you expect your character will never die? Might die? Will die early and often?

Adversity: do you accept level drain, item loss, and so forth as a part of the game or not?

Emotional attachment: how do you react if-when Bad Things happen to your characters?

These three are huge. And my advice is that those who don't want bad things to ever happen and-or will negatively react if they do happen are probably players you don't want in the game, if only to save you the headaches later.

Another piece of advice that has served me exceptionally well: if you have more players to choose from than you're willing to DM, always choose those who are the most entertaining and-or tend to play the most entertaining characters. That way, you get to be entertained by your own game. :)

Lanefan
 

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My approach is more like an interview - the questions and even the answers do not matter so much as the connection. If I feel I cannot work with someone, they not getting my vote even if they answer every question 'correctly'. Similiar with gaming.

Here is what has worked for me when I recruited:

1) Test game - run a few sessions with prospects. If you have an established group, they get just as much input as you since they gotta work with that player. Run "typical" stuff and see how the group works and how the player reacts. Get feedback from everyone, including prospects (hey, if they do not like it, they will not have fun long-term either).

2) Most important advice I ever got - DO NOT GAME WITH PEOPLE YOU WOULD NOT HANG OUT WITH OTHERWISE. That does not mean you must hang out with them and be BFF, but if you would not be caught dead grabbing a casual lunch with this person, they are a bad candidate.
 
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In this situation, I'd probably start by picking a system I utterly love and can make sing, picking a length for the mini-campaign (such as 3 sessions, every 2 weeks), and asking them to play. That's a short enough time that even if the game isn't a perfect match, you have time to gauge everyone's play style. They'll then have a basis of reference when you give them the questionnaire at game 3.

I'd also make the first mini-campaign something incredibly accessible, so that you don't waste a session building characters and explaining the rules.
 

I like Bastarondo's idea. Pick a number of concepts and then just pitch them. Brainstorm together what kind of game you'd like to play. I don't think it's a good idea to come to the table with one specific idea first. Solicit input and try to find a common ground everyone likes.

Although, this does run the risk of every game defaulting to the second place choice. Not a problem with a totally new group, but, after a while, it can lead to a bit of a rut. Everyone loves a different game, but no one hates this particular game, so, that's what you play. Every Single Time. Sigh.

Sorry, going off on a bit of bitterness. :)
 

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