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Community
General Tabletop Discussion
*TTRPGs General
Is "finding the right players" a solvable problem, or just luck?
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<blockquote data-quote="SableWyvern" data-source="post: 9873082" data-attributes="member: 1008"><p>I think one of the absolute biggest factors in a successful game is establishing clear, shared expectations. Before every campaign, I go out of my way to ensure my players understand my vision for the upcoming game, the general style and mood I'm aiming for and the like.</p><p></p><p>I don't have a formal session zero or generally offer surveys, but we do engage in just talking about the game, generally over a period of numerous months, in the lead-up to a new campaign, which amounts to the same thing (and is probably more comprehensive).</p><p></p><p>And then, at any point, I'm open to feedback and discussion, and consider it critical to smooth out any areas where misunderstandings have slipped through. We discuss what the players like and what they don't, what sort of games they would like to play in future, why the enjoy participating in my campaigns, what things they might prefer to do differently. This is a discussion that never ends.</p><p></p><p>So, I 100% agree that there is no reason at all to just work on "vibes". This is a hobby based on communication and it shouldn't be shocking that good communication is a key building block for a successful, long-term group.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 9873082, member: 1008"] I think one of the absolute biggest factors in a successful game is establishing clear, shared expectations. Before every campaign, I go out of my way to ensure my players understand my vision for the upcoming game, the general style and mood I'm aiming for and the like. I don't have a formal session zero or generally offer surveys, but we do engage in just talking about the game, generally over a period of numerous months, in the lead-up to a new campaign, which amounts to the same thing (and is probably more comprehensive). And then, at any point, I'm open to feedback and discussion, and consider it critical to smooth out any areas where misunderstandings have slipped through. We discuss what the players like and what they don't, what sort of games they would like to play in future, why the enjoy participating in my campaigns, what things they might prefer to do differently. This is a discussion that never ends. So, I 100% agree that there is no reason at all to just work on "vibes". This is a hobby based on communication and it shouldn't be shocking that good communication is a key building block for a successful, long-term group. [/QUOTE]
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Is "finding the right players" a solvable problem, or just luck?
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