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<blockquote data-quote="Valen" data-source="post: 2347720" data-attributes="member: 4394"><p>I just started a Star Wars RPG with four players, all but one is married and each has a full-time job (only one with a child). Here are some steps we've taken so far to get as much participation as possible:</p><p>1. We plan to play once a month-- tentatively the 3rd Saturday of each month. At each session, we plan the next date.</p><p>2. Sessions are on Saturdays, starting around noon and going to about 6 pm. It is a big committment of time, but it is easier to schedule than 2 3-hour sessions.</p><p>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.</p><p>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.</p><p>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. </p><p>6. We use email extensively. Keep everyone informed with dates, character developments between games, etc. </p><p>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.</p><p>8. We remember that it is only a game. Everyone has different priorities and commitments. We try to pick a date that suits everyone, but no one is offended if we hold a game when they can't make it. (I've even suggested to the players that if they can schedule a game for everyone on a date I can't make it, someone else can run an adventure. Since its Star Wars - everyone knows the setting so there is relatively little risk that a side-adventure would ruin the plots I have brewing.)</p><p></p><p></p><p>How well do these steps work? Well, we've had only one session so far, so I suppose it is a bit early to tell. One player couldn't make it to the first session, but we played anyways and he is eager to make an appearance. We scheduled a second session for mid-July. Already one player thinks he cannot make the date and he and I are working on side-plots that would justify where his character has gone. The side-plot may well end up being the opening scene to our August game. I may also run a short one-on-one session for the player who can't make it if we both have the time.</p></blockquote><p></p>
[QUOTE="Valen, post: 2347720, member: 4394"] I just started a Star Wars RPG with four players, all but one is married and each has a full-time job (only one with a child). Here are some steps we've taken so far to get as much participation as possible: 1. We plan to play once a month-- tentatively the 3rd Saturday of each month. At each session, we plan the next date. 2. Sessions are on Saturdays, starting around noon and going to about 6 pm. It is a big committment of time, but it is easier to schedule than 2 3-hour sessions. 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. 6. We use email extensively. Keep everyone informed with dates, character developments between games, etc. 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. 8. We remember that it is only a game. Everyone has different priorities and commitments. We try to pick a date that suits everyone, but no one is offended if we hold a game when they can't make it. (I've even suggested to the players that if they can schedule a game for everyone on a date I can't make it, someone else can run an adventure. Since its Star Wars - everyone knows the setting so there is relatively little risk that a side-adventure would ruin the plots I have brewing.) How well do these steps work? Well, we've had only one session so far, so I suppose it is a bit early to tell. One player couldn't make it to the first session, but we played anyways and he is eager to make an appearance. We scheduled a second session for mid-July. Already one player thinks he cannot make the date and he and I are working on side-plots that would justify where his character has gone. The side-plot may well end up being the opening scene to our August game. I may also run a short one-on-one session for the player who can't make it if we both have the time. [/QUOTE]
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