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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="LordEntrails" data-source="post: 9873587" data-attributes="member: 6804070"><p>It's solvable, and takes work to make your own luck. Here's what I did almost a decade ago and still mostly am running games for the same group.</p><ul> <li data-xf-list-type="ul">Run a bunch of one-shots, conventions, FLGS, VTT. Using whatever your platform is. (Mine was D&D 5E via Fantasy Grounds)</li> <li data-xf-list-type="ul">Take notes on the players. Yes, yes you are taking notes on players that you like their style of, that you think fit well with others, that play interesting characters.</li> </ul><p></p><p>This is your work, where you make your own luck. I probably had notes on 50 players before I planned my campaign. So yea, I probably ran 20 games over 6 months, Always using FG, but pulling on players from all sorts of places and different such.</p><p></p><p>Then I reached out to a couple of players that I wanted in the campaign no matter what (this was easy for me, they were my son and my brother). Found a time (Wednesday nights at a set time) and campaign (D&D5E, Undermountain).</p><p></p><p>Now that I had a time and a campaign set, I reached out to the top 5 players I wanted and asked if they were interested and could commit. After I got their answers I asked a few more, until I had my desired party of 5.</p><p></p><p>That first set of players stuck together for about 5 years and 2 campaigns. One has since dropped, but we filled in with people known to us and have played for a handful of years since then.</p><p></p><p>Advertising for a campaign and just selecting from a handful of players is luck, and it probably won't work out, though it might. But, taking the time and investing the way I did, has more than paid off. We don't have player drama, we don't have constant scheduling conflicts (sure, we have conflicts, but run about 45-50 session a year).</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 9873587, member: 6804070"] It's solvable, and takes work to make your own luck. Here's what I did almost a decade ago and still mostly am running games for the same group. [LIST] [*]Run a bunch of one-shots, conventions, FLGS, VTT. Using whatever your platform is. (Mine was D&D 5E via Fantasy Grounds) [*]Take notes on the players. Yes, yes you are taking notes on players that you like their style of, that you think fit well with others, that play interesting characters. [/LIST] This is your work, where you make your own luck. I probably had notes on 50 players before I planned my campaign. So yea, I probably ran 20 games over 6 months, Always using FG, but pulling on players from all sorts of places and different such. Then I reached out to a couple of players that I wanted in the campaign no matter what (this was easy for me, they were my son and my brother). Found a time (Wednesday nights at a set time) and campaign (D&D5E, Undermountain). Now that I had a time and a campaign set, I reached out to the top 5 players I wanted and asked if they were interested and could commit. After I got their answers I asked a few more, until I had my desired party of 5. That first set of players stuck together for about 5 years and 2 campaigns. One has since dropped, but we filled in with people known to us and have played for a handful of years since then. Advertising for a campaign and just selecting from a handful of players is luck, and it probably won't work out, though it might. But, taking the time and investing the way I did, has more than paid off. We don't have player drama, we don't have constant scheduling conflicts (sure, we have conflicts, but run about 45-50 session a year). [/QUOTE]
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Is "finding the right players" a solvable problem, or just luck?
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