From: | nichlas.hummelsberger@*****.com (Nichlas Hummelsberger) |
---|---|
Subject: | Getting people to play (was Re: Why I Don't Play Shadowrun |
Date: | Fri, 17 Sep 2004 15:39:52 +0200 |
> According to Joanna Hurley, on Thursday 16 September 2004 20:55 the word on
> the street was...
>
> > -who's real challenge is getting players to make time IRL
>
> The best way I've found to do this is to make sure the game is at the same
> day and time every week. My group plays on Sunday afternoon, starting at
> 13:00, and everyone knows that this is game time so they don't plan
> anything else there that can also be done on another day. Sure, it happens
> all the time that someone isn't there because of a birthday, a football
> match, or whatever, but none of the players plans another recurring event
> on Sunday afternoons.
I'm planning a campaign with some (for me and my gang) unusual guidelines.
* Scheduled play time (like Gurth suggested), this is not how we usually do.
* I make the starting characters (to set the standard for player
characters). All the players are allowed to make secondary/replacement
characters if they like, but i wan't them to be well thought out.
* It is possible to have more than one PC in the game (although not at
once), so if a game desperately needs a magician, even though the
player who usually plays the magician isn't there, someone can use
their secondary character for the run. (RUN, not session.. we need
some realism here :)
* I have a large number of playere, where some of them only rarely
participates.. this solves the problem of everyone wanting to play
(dont hate me because i'm popular :D) and not everyone have the time
(not counting the access to required logistics). I hate to let people
out :)
* I plan to prepare the sessions ;)
Some of these things are supposed to get the game going from the start.
* i can introduce the new players to the Shadowrun World instead of
using hours explaining the character generation.
* I know the history/personality of the characters, and more
importantly: the characters HAVE a history and a personality, so i
have great material to make introductory runs, and blow some life into
the campaign.
* I always have players, and it's not overly important *who* shows up
from run to run.
* The number of players, and structure of the game makes it possible
for the campaign to survive players leaving for various reasons (and
me kicking players who don't play well with the other kids)
The problems with this setup is obvious and to numberous to mention here :D