Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why is it so difficult to find good groups?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="innerdude" data-source="post: 5441684" data-attributes="member: 85870"><p>Based on </p><p></p><p><a href="http://www.enworld.org/forum/general-rpg-discussion/300118-walking-away-game.html" target="_blank">This thread.</a></p><p><a href="http://paizo.com/paizo/messageboards/community/gamerLife/talk/atWhatSortOfLocationDoPeoplePlayTheirGamesHomeFLGSOther" target="_blank">And this one.</a></p><p><a href="http://www.enworld.org/forum/rpg-industry-forum/299641-fragmentation-d-d-community-inevitable.html" target="_blank">And this one.</a></p><p><a href="http://paizo.com/paizo/messageboards/community/gamerLife/talk/whatWasYourLastStraw" target="_blank">And this one too.</a></p><p></p><p>I'm intensely curious: Why does it seem so hard for so many players to find a good face-to-face RPG group to play with? </p><p></p><p>It's a common scenario, right? Player X has been playing for quite a while, possibly years, with a group, and then something happens. They move, the GM moves, they get married, they break up with the girlfriend who was also in the group, another player steals said girlfriend, the GM steals said girlfriend.....you get my point. Suddenly, they're forced to go looking for another group to play with. </p><p></p><p>A few months go by without any luck. Player X wanders in to their FLGS, but realizes that they don't really like the "FLGS thing." They hear about Living FR/Eberron/Pathfinder Society, but once again, don't really get into playing their chosen RPG that way. </p><p></p><p>They could try the "online" style games, either virtual tabletop or play-by-post, but they just aren't the same, don't bring the same energy as a face-to-face game--and let's face it, there's always WoW. </p><p></p><p>Then the edition treadmill kicks in. Their old 2E/3.x/4e/Whatever Edition rules are no longer "current." Suddenly even if they did want to play with an FLGS or "Living" group, they have to invest in a series of books that they will probably rarely use, to play said game in a social situation that they're not terribly enthused about to begin with. </p><p></p><p>And yeah, $100 bucks on new books doesn't seem like much, but that's a lot of pizza....or groceries.....or 5 movie dates with the wife/husband/significant other....or 6 months of World of Warcraft. </p><p></p><p>And what if RPGs continue to move to digital distribution, with a subscription model? $15 bucks a month for something they don't really use? Not likely. </p><p></p><p>Suddenly, for any number of combined reasons, we have one of WotC's famed 20+ million lapsed RPG players. </p><p></p><p>So what are Player X's options? </p><p></p><p>1. Find an online or play-by-post game. </p><p>2. Find a group through the FLGS, for good or ill. </p><p>3. Create/GM his own group. </p><p>4. Somehow, some way finagle the old group / a different group together with a new dynamic. </p><p></p><p>But if you're the "average" player--in other words, not super hardcore, may have inklings of GM potential, but isn't particularly interested in investing the time and money to become a "master"--none of these options is particularly appealing. </p><p></p><p><strong>1. Online/Play-by-post/Virtual table top. </strong></p><p></p><p>Personally, if they're really hard up, this is probably the best option--but in spite of some people's opinions to the contrary, I've just never felt online play carried the same "weight" as a face-to-face session. There's a certain interpersonal energy that's missing--the action/reaction of each player, an emotion that just doesn't carry through even a very good VTT session. But it's probably the best option if they truly can't find another group. </p><p></p><p><strong>2. FLGS play. </strong></p><p></p><p>For any number of reasons, this may not be a realistic, or even desirable option. </p><p></p><p>Proximity, for one thing--not everyone has ready access to an FLGS, even if they wanted to frequent one. </p><p></p><p>For another thing, as I mentioned in different thread a month or so ago, it boggles my mind just how often we as RPG players put up with boorish, oafish, egotistical, anti-social behavior just to "enjoy" our chosen hobby. </p><p></p><p>And no offense to you FLGS regulars that don't fall into this category, but the FLGS is an absolute breeding ground for these types of players. </p><p></p><p>Whether it's self-selection, or simply the fact that they're a "public" forum, FLGSes seem to attract a disproportionate amount of misanthropes to their establishments. </p><p></p><p>Of course if you're truly "hardcore" and must get your fix, then you'll do whatever it takes. But 98% of my FLGS experiences have made me vow that if it was ever a choice of not playing RPGs versus trying to find one through an FLGS, I'd choose not playing--and this is coming from a guy who actively GMs a Pathfinder game right now, and before that was a player in a semi-regular group since 2002. To the "average" player, this isn't even close to a realistic option. </p><p></p><p></p><p><strong>3. GM a game himself/herself</strong></p><p></p><p>Again, to the "average" player who enjoys the game, but isn't interested in emulating Gygax or Robot Chicken, this isn't an option either. </p><p></p><p>If they didn't have the guts/will/desire to do it when they were <em>actively</em> gaming, why would they want to try it when they're "lapsed?"</p><p></p><p>To say nothing of the fact that they're still faced with many of the same issues as #4. </p><p></p><p></p><p><strong>4. Hodge podge or create a new group from his existing "contact base." </strong></p><p></p><p>This is obviously fraught with problems as well. </p><p></p><p>What if the group broke up on bad terms? What if other group members have moved on to another group? It's generally bad form to poach players from other campaigns, just as it's bad form to beg into an existing game.</p><p></p><p>And who's going to GM said group, even if the player takes the initiative to put it together in the first place? Someone the player hardly knows? If it's a GM they already know, why didn't they just switch to begin with? Besides, how many <em>good </em>GMs are just "between groups," waiting to start up a new campaign? Chances are that if someone is not GM-ing when they'd actively like to it probably means they're not a very good GM. </p><p></p><p>The whole Misanthrope Factor comes into play all over again. </p><p></p><p>And if he or she has moved, the whole concept of "contact base" from their old location is completely out of date. </p><p></p><p>My point in bringing this up is to ask some questions: </p><p></p><p>How do these types of scenarios affect the hobby's ability to grow? Is there a better way to get lapsed players back? And if an already initiated player can have problems like this, how much more difficult is it for someone who has barely been initiated, or is waiting in the wings to be initiated, to find a group that will sustain their love of the hobby?</p></blockquote><p></p>
[QUOTE="innerdude, post: 5441684, member: 85870"] Based on [URL="http://www.enworld.org/forum/general-rpg-discussion/300118-walking-away-game.html"]This thread.[/URL] [URL="http://paizo.com/paizo/messageboards/community/gamerLife/talk/atWhatSortOfLocationDoPeoplePlayTheirGamesHomeFLGSOther"]And this one.[/URL] [URL="http://www.enworld.org/forum/rpg-industry-forum/299641-fragmentation-d-d-community-inevitable.html"]And this one.[/URL] [URL="http://paizo.com/paizo/messageboards/community/gamerLife/talk/whatWasYourLastStraw"]And this one too.[/URL] I'm intensely curious: Why does it seem so hard for so many players to find a good face-to-face RPG group to play with? It's a common scenario, right? Player X has been playing for quite a while, possibly years, with a group, and then something happens. They move, the GM moves, they get married, they break up with the girlfriend who was also in the group, another player steals said girlfriend, the GM steals said girlfriend.....you get my point. Suddenly, they're forced to go looking for another group to play with. A few months go by without any luck. Player X wanders in to their FLGS, but realizes that they don't really like the "FLGS thing." They hear about Living FR/Eberron/Pathfinder Society, but once again, don't really get into playing their chosen RPG that way. They could try the "online" style games, either virtual tabletop or play-by-post, but they just aren't the same, don't bring the same energy as a face-to-face game--and let's face it, there's always WoW. Then the edition treadmill kicks in. Their old 2E/3.x/4e/Whatever Edition rules are no longer "current." Suddenly even if they did want to play with an FLGS or "Living" group, they have to invest in a series of books that they will probably rarely use, to play said game in a social situation that they're not terribly enthused about to begin with. And yeah, $100 bucks on new books doesn't seem like much, but that's a lot of pizza....or groceries.....or 5 movie dates with the wife/husband/significant other....or 6 months of World of Warcraft. And what if RPGs continue to move to digital distribution, with a subscription model? $15 bucks a month for something they don't really use? Not likely. Suddenly, for any number of combined reasons, we have one of WotC's famed 20+ million lapsed RPG players. So what are Player X's options? 1. Find an online or play-by-post game. 2. Find a group through the FLGS, for good or ill. 3. Create/GM his own group. 4. Somehow, some way finagle the old group / a different group together with a new dynamic. But if you're the "average" player--in other words, not super hardcore, may have inklings of GM potential, but isn't particularly interested in investing the time and money to become a "master"--none of these options is particularly appealing. [B]1. Online/Play-by-post/Virtual table top. [/B] Personally, if they're really hard up, this is probably the best option--but in spite of some people's opinions to the contrary, I've just never felt online play carried the same "weight" as a face-to-face session. There's a certain interpersonal energy that's missing--the action/reaction of each player, an emotion that just doesn't carry through even a very good VTT session. But it's probably the best option if they truly can't find another group. [B]2. FLGS play. [/B] For any number of reasons, this may not be a realistic, or even desirable option. Proximity, for one thing--not everyone has ready access to an FLGS, even if they wanted to frequent one. For another thing, as I mentioned in different thread a month or so ago, it boggles my mind just how often we as RPG players put up with boorish, oafish, egotistical, anti-social behavior just to "enjoy" our chosen hobby. And no offense to you FLGS regulars that don't fall into this category, but the FLGS is an absolute breeding ground for these types of players. Whether it's self-selection, or simply the fact that they're a "public" forum, FLGSes seem to attract a disproportionate amount of misanthropes to their establishments. Of course if you're truly "hardcore" and must get your fix, then you'll do whatever it takes. But 98% of my FLGS experiences have made me vow that if it was ever a choice of not playing RPGs versus trying to find one through an FLGS, I'd choose not playing--and this is coming from a guy who actively GMs a Pathfinder game right now, and before that was a player in a semi-regular group since 2002. To the "average" player, this isn't even close to a realistic option. [B]3. GM a game himself/herself[/B] Again, to the "average" player who enjoys the game, but isn't interested in emulating Gygax or Robot Chicken, this isn't an option either. If they didn't have the guts/will/desire to do it when they were [I]actively[/I] gaming, why would they want to try it when they're "lapsed?" To say nothing of the fact that they're still faced with many of the same issues as #4. [B]4. Hodge podge or create a new group from his existing "contact base." [/B] This is obviously fraught with problems as well. What if the group broke up on bad terms? What if other group members have moved on to another group? It's generally bad form to poach players from other campaigns, just as it's bad form to beg into an existing game. And who's going to GM said group, even if the player takes the initiative to put it together in the first place? Someone the player hardly knows? If it's a GM they already know, why didn't they just switch to begin with? Besides, how many [I]good [/I]GMs are just "between groups," waiting to start up a new campaign? Chances are that if someone is not GM-ing when they'd actively like to it probably means they're not a very good GM. The whole Misanthrope Factor comes into play all over again. And if he or she has moved, the whole concept of "contact base" from their old location is completely out of date. My point in bringing this up is to ask some questions: How do these types of scenarios affect the hobby's ability to grow? Is there a better way to get lapsed players back? And if an already initiated player can have problems like this, how much more difficult is it for someone who has barely been initiated, or is waiting in the wings to be initiated, to find a group that will sustain their love of the hobby? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why is it so difficult to find good groups?
Top