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Quitting a group & starting anew..ground rules?
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<blockquote data-quote="Emirikol" data-source="post: 2748484" data-attributes="member: 10638"><p>I've done the coffee date thing. Don't have time for that anymore. You no doubt would have some questions and things you'd like to share with them at the coffee date however and those sorts of things, after about the 15th person interviewed, the questions would start to sound the same. The idea then is to have a set of standard questions and answers for people, whether you talk to them face to face or on paper first, correct? Maybe you just haven't done enough interviews if you still have time to do this sort of thing.</p><p></p><p>I've been playing 20+ years. I've asked all those questions. I've heard all the answers. I've played with everyone and all types of players. I've run hundreds of games for the RPGA and run at least 10 different full-fledged home campaigns. Grade school. High school. College. Graduate school. Real life. Real life with kids. Real life with kids and starting a small business. All I can say for those of you who haven't had enough BAD experiences because you weren't picky enough about who you play with..start being picky and start playing the way you want to play by using some of these types of guidelines. Don't let stupid stuff ruin your group by dealing with it after the fact every time. Be pre-emptive about having a good time.</p><p></p><p>Don't let it ruin your love of the game, like it did for me. I've been the 'burned out DM' too many times before I instituted some of these simple guidelines, and judging by the number of threads like that on this board each month, I'm not the only one who looks back with regret about allowing certain people into the game or not setting down the ground rules right away about what kind of game you like to play.</p><p></p><p>The ground rules are not an "oops, you broke the not ordering food rule, so you're fired" kind of thing. They're there so that we can play more, more consistently, and with less interruptions and inconsistency as possible. There's no excuse for 95% of the stuff that breaks up groups. People not showing up on time. People who couldn't get around to finishing their character in the 2 weeks they had between games. People who cross-table talk or get too drunk to play. Barking dogs fighting under the table. Players who rules laywer or munchkin until the DM and other players quit out of disgust. Deal with it now, or lose your group. I'm sure NONE OF YOU have ever experienced this sort of thing.</p><p></p><p>Ever wonder why this game has so many EX-players? My guess is that there've been too many "THIS SUCKS" moments and too few DM's who had the balls to recommend more than just the internal game mechanics rules.</p><p></p><p>jh</p></blockquote><p></p>
[QUOTE="Emirikol, post: 2748484, member: 10638"] I've done the coffee date thing. Don't have time for that anymore. You no doubt would have some questions and things you'd like to share with them at the coffee date however and those sorts of things, after about the 15th person interviewed, the questions would start to sound the same. The idea then is to have a set of standard questions and answers for people, whether you talk to them face to face or on paper first, correct? Maybe you just haven't done enough interviews if you still have time to do this sort of thing. I've been playing 20+ years. I've asked all those questions. I've heard all the answers. I've played with everyone and all types of players. I've run hundreds of games for the RPGA and run at least 10 different full-fledged home campaigns. Grade school. High school. College. Graduate school. Real life. Real life with kids. Real life with kids and starting a small business. All I can say for those of you who haven't had enough BAD experiences because you weren't picky enough about who you play with..start being picky and start playing the way you want to play by using some of these types of guidelines. Don't let stupid stuff ruin your group by dealing with it after the fact every time. Be pre-emptive about having a good time. Don't let it ruin your love of the game, like it did for me. I've been the 'burned out DM' too many times before I instituted some of these simple guidelines, and judging by the number of threads like that on this board each month, I'm not the only one who looks back with regret about allowing certain people into the game or not setting down the ground rules right away about what kind of game you like to play. The ground rules are not an "oops, you broke the not ordering food rule, so you're fired" kind of thing. They're there so that we can play more, more consistently, and with less interruptions and inconsistency as possible. There's no excuse for 95% of the stuff that breaks up groups. People not showing up on time. People who couldn't get around to finishing their character in the 2 weeks they had between games. People who cross-table talk or get too drunk to play. Barking dogs fighting under the table. Players who rules laywer or munchkin until the DM and other players quit out of disgust. Deal with it now, or lose your group. I'm sure NONE OF YOU have ever experienced this sort of thing. Ever wonder why this game has so many EX-players? My guess is that there've been too many "THIS SUCKS" moments and too few DM's who had the balls to recommend more than just the internal game mechanics rules. jh [/QUOTE]
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