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General Tabletop Discussion
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The Neverending Cycle of Player Turnaround
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<blockquote data-quote="Lanefan" data-source="post: 5522425" data-attributes="member: 29398"><p>I've been running long campaigns for a while now and might have a few suggestions:</p><p></p><p>1. If your players are dropping out because they can't make weekends, try running on weekday evenings. A slightly shorter session is way better than no session.</p><p></p><p>1a. You said above that you're running every two weeks. Do whatever it takes to jump that up to every week to keep peoples' interest. From my own experience, if a game only sails every two weeks (or less) people start finding other things to do on the same night in the off weeks, and those other things eventually take over.</p><p></p><p>2. Your players sound like mine when it comes to how long it takes them to get through an adventure. Don't sweat this at all; as long as they're having fun, who cares how long it takes 'em?</p><p></p><p>3. Always be on the lookout for new players even if you don't need them at the moment.</p><p></p><p>4. Player turnover in a long campaign is a fact of life and thus the mechanics of bringing in a new player need to be as simple as possible. You don't mention what system you're running but from your adventure list I'd guess 3.x, and char-gen in 3.x is a beast at anything other than very low level. It's too late for this one, but for any future campaign I'd suggest using something that has relatively quick and easy char-gen at any level to avoid these headaches.</p><p></p><p>5. Keep a player-accessible journal or log of your game's history, either on paper or online. That way, a new player can read it during the week to catch up on the story, learn about the party, etc., if they so desire.</p><p></p><p>Hope this helps!</p><p></p><p>Lan-"I too am down a player but he's coming back in June"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5522425, member: 29398"] I've been running long campaigns for a while now and might have a few suggestions: 1. If your players are dropping out because they can't make weekends, try running on weekday evenings. A slightly shorter session is way better than no session. 1a. You said above that you're running every two weeks. Do whatever it takes to jump that up to every week to keep peoples' interest. From my own experience, if a game only sails every two weeks (or less) people start finding other things to do on the same night in the off weeks, and those other things eventually take over. 2. Your players sound like mine when it comes to how long it takes them to get through an adventure. Don't sweat this at all; as long as they're having fun, who cares how long it takes 'em? 3. Always be on the lookout for new players even if you don't need them at the moment. 4. Player turnover in a long campaign is a fact of life and thus the mechanics of bringing in a new player need to be as simple as possible. You don't mention what system you're running but from your adventure list I'd guess 3.x, and char-gen in 3.x is a beast at anything other than very low level. It's too late for this one, but for any future campaign I'd suggest using something that has relatively quick and easy char-gen at any level to avoid these headaches. 5. Keep a player-accessible journal or log of your game's history, either on paper or online. That way, a new player can read it during the week to catch up on the story, learn about the party, etc., if they so desire. Hope this helps! Lan-"I too am down a player but he's coming back in June"-efan [/QUOTE]
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