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Why is it so difficult to find good groups?
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<blockquote data-quote="karlindel" data-source="post: 5449644" data-attributes="member: 27103"><p>1. Too few good gamers, especially good GMs. This is more of a problem in some areas than in others.</p><p></p><p>2. When looking around for players, it is much easier to find bad ones than good ones, as good ones are more likely to already be in a good game. When looking around for a game, there are more likely to be spots available in bad games than in good ones, as good games are more likely to remain stable and keep players.</p><p></p><p>3. Variation in gamer styles and preferred game system(s). Even if the group members are fine on their own, if their styles are contradictory, they will not form a good group.</p><p></p><p>4. Scheduling conflicts. The larger the group, the more likely that someone will have something come up that will have them miss a session. Smaller groups can cut down on the number of times someone will miss a session, but a single person missing a session has a much larger impact.</p><p></p><p>On the subject of playing games you don't particularly like in order to network, whether it is worthwhile depends on a number of factors:</p><p></p><p>1. How much you dislike the system. If you find the system painful to use, then you should not play it, as you will not contribute to making a fun game. If it is merely a system that you don't prefer, then it might be worth it to play for awhile. People that have actually gamed with you and enjoyed the experience might recommend you to their friends, while people who don't know anything about you are unlikely to do so.</p><p></p><p>2. How long the game is likely to last. If the group is talking about a long term campaign, you should probably pass. If the group is planning to play that game for only a few sessions, it might be worth trying it out. This is particularly true if the group is one that runs a lot of short campaigns, in which case getting in as part of the group could allow you to play your system of choice next, while passing likely means that they'll find someone else instead.</p><p></p><p>3. How connected the group is to the local gaming network. If you know that the group has connections to other local gamers, then meeting them can get you recommended to others for games that you might not find otherwise. If the group is just a few friends that only play in their particular game, then they are less useful for networking.</p><p></p><p>4. How closely the groups' playstyle aligns with your own. Although this souns similar to 1, as system does inform game style to some extent and vice versa, it is possible that the group uses a system you don't care for but still plays in a way that you like.</p></blockquote><p></p>
[QUOTE="karlindel, post: 5449644, member: 27103"] 1. Too few good gamers, especially good GMs. This is more of a problem in some areas than in others. 2. When looking around for players, it is much easier to find bad ones than good ones, as good ones are more likely to already be in a good game. When looking around for a game, there are more likely to be spots available in bad games than in good ones, as good games are more likely to remain stable and keep players. 3. Variation in gamer styles and preferred game system(s). Even if the group members are fine on their own, if their styles are contradictory, they will not form a good group. 4. Scheduling conflicts. The larger the group, the more likely that someone will have something come up that will have them miss a session. Smaller groups can cut down on the number of times someone will miss a session, but a single person missing a session has a much larger impact. On the subject of playing games you don't particularly like in order to network, whether it is worthwhile depends on a number of factors: 1. How much you dislike the system. If you find the system painful to use, then you should not play it, as you will not contribute to making a fun game. If it is merely a system that you don't prefer, then it might be worth it to play for awhile. People that have actually gamed with you and enjoyed the experience might recommend you to their friends, while people who don't know anything about you are unlikely to do so. 2. How long the game is likely to last. If the group is talking about a long term campaign, you should probably pass. If the group is planning to play that game for only a few sessions, it might be worth trying it out. This is particularly true if the group is one that runs a lot of short campaigns, in which case getting in as part of the group could allow you to play your system of choice next, while passing likely means that they'll find someone else instead. 3. How connected the group is to the local gaming network. If you know that the group has connections to other local gamers, then meeting them can get you recommended to others for games that you might not find otherwise. If the group is just a few friends that only play in their particular game, then they are less useful for networking. 4. How closely the groups' playstyle aligns with your own. Although this souns similar to 1, as system does inform game style to some extent and vice versa, it is possible that the group uses a system you don't care for but still plays in a way that you like. [/QUOTE]
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