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Some Social Aspects of RPGs
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<blockquote data-quote="Blue" data-source="post: 7759983" data-attributes="member: 20564"><p>My personal experience with RPG groups, which is far from the only way this plays out, is that every group I've been part of has grown from recommendation of one of the other players.</p><p></p><p>Now, I live in New Jersey, which has the dubious honor of being the most densely populated state in the US (1218 people per sq mile / 470 per sq km by the 2015 census). So that may help -- there are a lot of gamers around.</p><p></p><p>Every group I've either been brought in by an existing player, or me/another player has recommended someone new. Often but not always someone they have gamed with before. The most tenuous of them was one player had a coworker who read the Dragonlance books and wanted to watch a D&D game. She asked if she could bring her, and one session turned into months until the campaign end, and then she joined the next campaign.</p><p></p><p>For the groups I DM, I am specific that the DM only has "special authority" as it applies to the game, but things like the social group we game with are group decisions. So anyone can veto new players, and it's a group call if we want to change the number of players we have. (Mind you, the DM still is one of the group, so I still have a say - just as much as anyone else.)</p><p></p><p>Now, a recent friend did put together a group recently out of strangers, and it worked fairly well. Two ended up not returning and have been replaced. The only annoyance is one who shows up about 1/3 of the time, though he's good at letting us know when he won't be there.</p><p></p><p>I'm part of the group as an invite from him after it started - he hadn't known I played. So my "invite through friends" is still intact. Even my FLGS play was to specific groups through the owner of the store whom I gamed with since high school.</p></blockquote><p></p>
[QUOTE="Blue, post: 7759983, member: 20564"] My personal experience with RPG groups, which is far from the only way this plays out, is that every group I've been part of has grown from recommendation of one of the other players. Now, I live in New Jersey, which has the dubious honor of being the most densely populated state in the US (1218 people per sq mile / 470 per sq km by the 2015 census). So that may help -- there are a lot of gamers around. Every group I've either been brought in by an existing player, or me/another player has recommended someone new. Often but not always someone they have gamed with before. The most tenuous of them was one player had a coworker who read the Dragonlance books and wanted to watch a D&D game. She asked if she could bring her, and one session turned into months until the campaign end, and then she joined the next campaign. For the groups I DM, I am specific that the DM only has "special authority" as it applies to the game, but things like the social group we game with are group decisions. So anyone can veto new players, and it's a group call if we want to change the number of players we have. (Mind you, the DM still is one of the group, so I still have a say - just as much as anyone else.) Now, a recent friend did put together a group recently out of strangers, and it worked fairly well. Two ended up not returning and have been replaced. The only annoyance is one who shows up about 1/3 of the time, though he's good at letting us know when he won't be there. I'm part of the group as an invite from him after it started - he hadn't known I played. So my "invite through friends" is still intact. Even my FLGS play was to specific groups through the owner of the store whom I gamed with since high school. [/QUOTE]
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