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General Tabletop Discussion
*Dungeons & Dragons
Shocked how hard it is to get new players now-a-days
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<blockquote data-quote="Mannahnin" data-source="post: 9405832" data-attributes="member: 7026594"><p>Yeah, the convenience of not needing to travel (and the time saved) can make or break a group, especially as it may open up weeknights for play that would otherwise not fit into people's schedules.</p><p></p><p>I have a Wednesday night group right now with a group of friends who I used to play with in person from ~2000-2011, and it being online is the only reason we were able to get the band back together. Our disparate homes meant most of us had around an hour travel time each so we used to play all afternoon & evening on Sundays to make that worth it. With kids and other commitments that has not been feasible for years.</p><p></p><p></p><p>The worst! (I say, acknowledging my own sin in that I've second-screened myself). The last 5E group I played in online with some younger friends also had this issue. My three year OSR campaign seemed to avoid it, in part perhaps because those guys were all near my age and the faster pace of action kept their attention better. Although with that group, the safety factor of playing from home enabled more drinking and that was occasionally a disruptor (especially falling asleep playing late on a Friday after having worked that day).</p><p></p><p></p><p>Yes to all of this. OMG it was intimidating trying to move my in-progress 5E game online when I was so used to using procedural content generation and improvisation and going with the players' flow, sketching maps quickly on my Chessex battlemat with a marker and raiding my game room next door for miniatures for whatever foes I might need. My OSR game sprang out of the desire to teach myself Roll20 and the idea that a dungeon-focused game let me upload a bunch of level maps in advance and simplify my prep. (My 5E game had been split between a huge city and Feywild wanderings, with the occasional dungeon, but generally only small ones).</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9405832, member: 7026594"] Yeah, the convenience of not needing to travel (and the time saved) can make or break a group, especially as it may open up weeknights for play that would otherwise not fit into people's schedules. I have a Wednesday night group right now with a group of friends who I used to play with in person from ~2000-2011, and it being online is the only reason we were able to get the band back together. Our disparate homes meant most of us had around an hour travel time each so we used to play all afternoon & evening on Sundays to make that worth it. With kids and other commitments that has not been feasible for years. The worst! (I say, acknowledging my own sin in that I've second-screened myself). The last 5E group I played in online with some younger friends also had this issue. My three year OSR campaign seemed to avoid it, in part perhaps because those guys were all near my age and the faster pace of action kept their attention better. Although with that group, the safety factor of playing from home enabled more drinking and that was occasionally a disruptor (especially falling asleep playing late on a Friday after having worked that day). Yes to all of this. OMG it was intimidating trying to move my in-progress 5E game online when I was so used to using procedural content generation and improvisation and going with the players' flow, sketching maps quickly on my Chessex battlemat with a marker and raiding my game room next door for miniatures for whatever foes I might need. My OSR game sprang out of the desire to teach myself Roll20 and the idea that a dungeon-focused game let me upload a bunch of level maps in advance and simplify my prep. (My 5E game had been split between a huge city and Feywild wanderings, with the occasional dungeon, but generally only small ones). [/QUOTE]
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