Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How do you keep your group together?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Erithtotl" data-source="post: 3758634" data-attributes="member: 1971"><p>I'm going to be a little redundant here, but my observations on gaming groups, having run/played in extremely consistent groups, and very inconsistent groups over the last 5 years.</p><p></p><p>A major factor in picking your players has to be reliability and commitment. Make it clear that people are expected not to constantly miss sessions. Also, seek players who have at least somewhat flexible schedules so that if circumstances change slightly the game doesn't fall apart. Finally, if you have a player who is going through life changing events (new job, having a kid, getting married, etc), spend a few minutes getting to open up on how realistic it is they will be able to make sessions under their new circumstances.</p><p></p><p>Start your group smaller, 4 players, and then once you are convinced these guys are reliable add them through referall. Avoid adding people who have mentioned 'that might be interesting' or 'I haven't played in 20 years but I'd give it a shot', unless you don't mind them leaving.</p><p></p><p>Encourage interaction via email or a website between sessions. Not everyone will necessarily follow these emails or discussions as closely as you like, but it keeps people engaged in the game between sessions.</p><p></p><p>Avoid 'big story' plans that rely on the players. Set various plots and characters in motion in the world and then see how your PCs get drawn into those plots. The worst thing you can do is, for example, give every character part of an interlocking prophecy that will come to fruition 12 levels from now. When people quit this throws your 'master story' off. As your group progresses a good DM can drop enough vague plot hints that he can weave them together into a 'big story' later in the campaign, and the players won't even realize that he didn't actually know what that 'big story' would be at the start.</p><p></p><p>In short: Stress finding reliable, flexible players. Avoid long, complex plots that rely on one key player to make sense.</p></blockquote><p></p>
[QUOTE="Erithtotl, post: 3758634, member: 1971"] I'm going to be a little redundant here, but my observations on gaming groups, having run/played in extremely consistent groups, and very inconsistent groups over the last 5 years. A major factor in picking your players has to be reliability and commitment. Make it clear that people are expected not to constantly miss sessions. Also, seek players who have at least somewhat flexible schedules so that if circumstances change slightly the game doesn't fall apart. Finally, if you have a player who is going through life changing events (new job, having a kid, getting married, etc), spend a few minutes getting to open up on how realistic it is they will be able to make sessions under their new circumstances. Start your group smaller, 4 players, and then once you are convinced these guys are reliable add them through referall. Avoid adding people who have mentioned 'that might be interesting' or 'I haven't played in 20 years but I'd give it a shot', unless you don't mind them leaving. Encourage interaction via email or a website between sessions. Not everyone will necessarily follow these emails or discussions as closely as you like, but it keeps people engaged in the game between sessions. Avoid 'big story' plans that rely on the players. Set various plots and characters in motion in the world and then see how your PCs get drawn into those plots. The worst thing you can do is, for example, give every character part of an interlocking prophecy that will come to fruition 12 levels from now. When people quit this throws your 'master story' off. As your group progresses a good DM can drop enough vague plot hints that he can weave them together into a 'big story' later in the campaign, and the players won't even realize that he didn't actually know what that 'big story' would be at the start. In short: Stress finding reliable, flexible players. Avoid long, complex plots that rely on one key player to make sense. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How do you keep your group together?
Top