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Roleplaying Tips Weekly E-Zine Issue #236
When Things Fall Apart: Finding a New Gaming Group
Contents:
This Week's Tips Summarized
When Things Fall Apart: Finding a New Gaming Group
- 3, 2, 1, Contact!
- The Gaming Bible (Not Found In Many Hotel Rooms)
- Your Local RPG Outlet
- The Internet
- Other Tactics
- The Gang's All Here
- Bringing It All Together
Readers' Tips Summarized
- Bad GMs With Designer Syndrome
From: Alexander Smith
- Use Larger Battlemat Scale For High-Level Games
From: David Younce
- Use Labels For Fast, Computer-Generated Index Cards
From: Nathan Irving
- Use OpenOffice For Electronic GMing
From: Brandon Blackmoor
- Good Online Spacefaring Resource For Sci-Fi GMs
From: Natalie Bennett
Return to Contents
A Brief Word From Johnn
Thanks for the ENnie votes!
Thank you very much to everyone who voted online for this
year's ENnies. RoleplayingTips.com won four awards, 2 gold
and 2 silver, and your support is very much appreciated!
New Files At Mythosa
I've posted a couple of new files at the offsite downloads
section that Bruce Gulke of Mythosa.net has kindly provided
me:
- Excel Combat Tracker by Tom Ganz
- D&D 3.5 Rules Tracker
You can check them out at:
http://roleplayingtips.mythosa.net/
Have a great week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Contents
NEW Sci-Fi Gaming Terrain Available NOW!
*** Free 64 oz. Gamer Mug with purchase! ***
* ALSO, Message Boards, Photo Galleries and News
www.dwarvenforge.com
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Contents
When Things Fall Apart: Finding a New Gaming Group
A guest article by Ruben Smith-Zempel
There are few absolute truths among roleplayers, but one of
them is that gaming groups can fall apart after a while.
Many of us have different phases in our gaming lives, many
of them starting in grade or high school, continuing into
college, and then carrying on throughout our professional
lives. While many of us can string together adventures at
the drop of a hat, gathering a new gaming group can be quite
difficult and intimidating. Following are helpful tips and
hints to help you find that new group as easily as possible.
- 3, 2, 1, Contact!
The first step is creating a method of contact. With today's
technology this is far easier than it was in the past where
we had to rely on message boards in gaming shops. The
easiest method of contact for many people nowadays is
through email. When gathering a new group, it's often a good
idea to procure a dedicated email account for that purpose.
There are many free email providers, including Yahoo,
Hotmail, and soon, Gmail. Sign up for one with a unique
handle that is easy to remember, such as Save-vs-DM (my
handle). Once you have a good email address, it's time to
spread the word.
Head to your local Kinko's (or similar copy shop). Many
places will produce simple business cards for very little
money. Have a good 50 to 100 business cards with your name,
new address, and any other pertinent information, such as
what systems you play or plan to run.
For example, my card reads "Name, email address, GM of xx
years: now playing "list systems here," my website address.
This tells a prospective new player what you run, how much
experience you have, and contact information.
Return to Contents
- The Gaming Bible (Not Found In Many Hotel Rooms)
Since we're already at the copy shop, why don't we cross
something else off our list? Another aspect of your contact
list is your Gamer's Bible. This should be a short document
that details your standard house rules, where you play, and
other important information. On mine, I list that I tend to
provide meals at games and that I have cats (since some
folks are allergic). Generally, anything that might be a
problem for another person should be on this short document.
Like, if you allow smoking or drinking at the table,
possible game times, and other non-roleplaying facts.
The second half of the document should detail the general
tone and style of the games you run. If you like running low
combat, high roleplay games with little dice rolling, be
sure to include it! This is an important thing to add, as it
ensures you will find gamers who enjoy your style. You might
also want to list what systems you run the most often or
what systems you particularly dislike.
This document shouldn't be too long or overly verbose.
You're not writing a doctorate thesis, only providing basic
facts that are important to new players. Using an outline or
bullet list is fine too - the information is more important
than how it is presented. Just make sure to run this thing
through a spell checker and a human proofreader. Poor grammar
or spelling mistakes can really turn some people off.
If you're particularly web-savvy you might consider placing
this information on a website along with your contact
information. This is the method I use, and I find it to be a
very effective form of presentation. While creating a
website might look intimidating, it is actually quite easy
to make a simple one. In fact, many of those places that you
got your email address from also provide free web space!
Remember that your site doesn't have to look pretty, it just
has to get your information out there. If you can read it
and understand it, that's good enough!
Once you have your contact information and game bible done,
it's time to go looking for players. But before you go
searching for new players, you need to know where to search.
Return to Contents
- Your Local RPG Outlet
The first (and perhaps most obvious) place to search is your
local gaming retailer. If you buy your books from a shop
that is dedicated to roleplaying, begin your search here.
Nearly all of them have some sort of bulletin board where
you can post notices for new games. Ask the management if
you can post your game bible (with contact information) on
the board. If you really want to add a punch, go to Kinko's
and have a copy printed on bright colored paper (I suggest
bright orange). Generally, this is simply a post and wait
process. This tends to be a good method for attracting
dedicated and local players.
While you're at the shop, you can employ a sort of "guerilla
warfare" approach. Take a few of your business cards and
staple them to your game bible. Then stick this in the
middle of the core books for the game you are running. This
is quite legal to do and often has great results, as you are
targeting the audience you want.
While those methods are great passive techniques, you might
want to try a more active approach. Don't be afraid to
politely approach others in the store and ask them if they
are looking for a new game. You probably won't get a lot of
people who are themselves looking for a game but chances are
they know someone who is. Ask the guys behind the counter
as well, as they tend to know who's looking.
Return to Contents
- The Internet
Once you've exhausted your local gaming retailer (or if you
didn't have one in the first place) it's time to hit the
web. This is usually the point when many folks get
intimidated or confused, but it doesn't have to be that way.
There are basically two places you can find gamers on the
web: in chat rooms and on message boards. Message boards
tend to get better results, but finding the proper ones can
be difficult. Generally, it's better to stick to message
boards that cater to the game system you are hoping to run.
Once you find a good message board, see if they have a game
listing section you can post in. Add a listing using the
information in your game bible and include an email contact.
You might want to include where you live, so you get answers
from those who can actually physically play with you. This
method usually gets quite a few good responses.
Return to Contents
- Other Tactics
Both of the methods listed above tend to get very focused
results, but they need not be the only methods you use.
If you take public transportation, start reading your
rulebooks on the bus. You might get some strange looks, but
often times people will also ask you what exactly it is you
are reading. The same goes for coffee shops and other places
where you generally have time to kill. In addition to
possibly finding a new player, you can brush up on the rules
as well.
Think about placing a small RPG-related poster, map, or
other illustration where you work or on your locker. This
sometimes will gather like-minded people to you, often folks
you would have never guessed shared your hobby.
These methods will often work well, but they can also gather
quite a few odd questions that you might not feel
comfortable asking. If a method like this makes you feel
uncomfortable, then just use the other methods outlined
above.
Return to Contents
- The Gang's All Here
Once you've found some interested parties, it's time to find
out who is going to work and who isn't. For this process you
need to meet face to face, so the first step is locating
some neutral ground. The author is fond of coffee shops, but
gaming stores or other public places work just as well.
Arrange a time to meet the prospective players one at a
time. Give yourself a good hour of time at least. Bring
along the core book for the system you are running and
anything else you need. Try to get a feel for the new player
and see if you get along well. Ensure your playing styles,
gaming times, and other things mesh well together.
Return to Contents
- Bringing It All Together
Once you've met all your players and have a good idea of who
you want, it's time to bring them together. You should plan
your first session as more of a meet and greet and less of a
game. Have everyone create characters together and meet.
Just make sure that you've got a group of people that get
along well together.
* * *
The Future
Congratulations, you now have a new gaming group! However,
your work is not done yet. Make sure to keep in contact
with those players that you didn't have room for. This way
you will constantly have a source of new players should one
of your group leave again. Happy gaming!
* * *
Johnn: thanks for the article Ruben! For more tips on
finding players, see:
Issue #58: 13 Tips For Finding New Players
http://www.roleplayingtips.com/readissue.php?number=58
Issue #65 How To Introduce New People To Roleplaying
http://www.roleplayingtips.com/readissue.php?number=65
Readers' Tip: Host A Murder Mystery Party
http://www.roleplayingtips.com/readissue.php?number=71#r3
Also, here's my current list of online player registries:
If you know of any others, drop me a note!
Return to Contents
Readers' Tips Of The Week:
- Bad GMs With Designer Syndrome
From: Alexander Smith
Hi Johnn,
I am a long time reader and huge fan of your e-zine. It has
helped improve not only my GMing but also other creative
endeavors by leaps and bounds in the past years.
Your recent issue about workaholic GMs struck a chord with
me, as it seemed to do with many others as well. I was, and
by all accounts still am, a workaholic GM, though perhaps
for different reasons than some. I was inducted into the
role of GM very early into my roleplaying lifespan through
the unanimous decision of my friends. I had a natural gift
for story telling, though it was mostly on paper and not so
much in a social setting, and I would have much preferred
sitting on the other side of that screen. But, I persevered
and was able to pull off some memorable campaigns for my
players, or so they say, hahahah.
Unfortunately, due to my background as a writer, I found
that I became a little too attached to my "campaign" worlds
and almost resented the players meddling with them on some
levels. Stupid, right? In any case, eventually I would seal
that world up nice and tight, tuck it away in a corner, and
conjure up a new one, much to the chagrin of my players. In
my case, I never suffered from burn-out, but rather from too
many ideas all at once, all the time.
I don't know how many other GMs out there are like this, but
as soon as I grew and fostered that attachment to a setting
I would begin detailing it far more than any RPG campaign
would realistically require. I stopped being a GM and became
more of a designer, not that I didn't enjoy it, of course. I
love being almost completely original every time and being
apart from everything I know, and that is one thing my
players like about me. But constant change is never good; it
ruins the fun.
In my most recent campaign, I attempted to make the
quintessential, design-it-as-I-go fantasy world and had the
best time ever doing it. But as things tend to go, it has
now turned into my most elaborate and satisfying world
design as yet. But each game in it becomes progressively
less fun, dare I say 'worse', the more "mine" the settings
and stories become.
I can see this problem quite clearly now, the more so due to
the recent string of issues of this fine e-zine, and can
also see some solutions to it as well. So, for those of you
with this same problem, here are some hopefully helpful tips
to get you back on track:
- Remember that it is just a game, and that by definition
games should be fun, enjoyable experiences. Don't let
yourself obsess over it at all costs!
- If you truly love the design process, fine, set aside
some other project of any size or scope for you to work on
that has NOTHING to do with the current campaign you are
trying to run.
- Improve your skills at winging games. One way to do this
is to literally wing a game and setting completely for one
session before settling down.
Some of the best ideas can come about as a result of this.
- Only do the prep that is absolutely crucial to your
current campaign, at least in the beginning. This prep
should NOT include any mapping whatsoever and should try to
stay away from detailing any seriously crucial plot points.
Let the plot evolve as you play, it should relax you.
Possible considerations for prep could be major NPCs and
their personalities and position (no stats!), and recent
events in the world along with a few major events in the
past you could use as hooks.
- If you find yourself wanting to over-prepare for a
session, take a few steps back and work on the project you
set aside before to help vent some steam.
- As many have said before me, let your players provide you
with interesting hooks and ideas. Do not let this world fall
into your hands alone; it should be an effort shared between
all members of the gaming group.
- If you begin to have second thoughts about your current
campaign, ignore them. Plain and simple. You don't want to
dig yourself into yet another rut.
- If you begin to have ideas that you are really excited
about but that wouldn't really fit into your current
campaign or setting, make them fit. Nothing is impossible
and not only will this be an excellent exercise in
creativity, it will also give you a better understanding of
your world without a ton of extra work.
- Get yourself really into the game using whatever props,
scenes, or other atmospheric augmentations that you need,
but try to keep that passion for the game confined to only
the game. Don't let it bleed into the rest of your life too
often. Not only will that hamper normal social activity, it
will also lead you back into many of your old traps and
possibly leech away your passion for upcoming games as well.
- Above all else, be flexible and be relaxed. It is just a
game. This sort of ties into tip #1. If your players want to
do something new and unexpected, go with it! If they want to
something completely ill advised or stupid, just bear with
them. The fact is, if they are enjoying themselves, chances
are you will be too, and letting them evolve the plot and
setting through their own actions isn't only exciting to
them as players, it should also be extremely gratifying to
you as a GM! ^^
I really hope that my advice can help others the way others'
advice has helped me. The change will not happen overnight,
but it will if you let it, and this will also help you with
things outside of roleplaying too I think.
On another note, having a resource for random world or plot
building tables can be both helpful and extremely amusing.
I, myself, have the AD&D 2nd Ed World Builder's Guidebook
from my earlier years, and it has helped me come up with
some interesting and surprisingly effective elements to my
games.
Have more fun at every game, especially the ones you run! ;)
Return to Contents
- Use Larger Battlemat Scale For High-Level Games
From: David Younce
In our high-level game, the table isn't always big enough to
handle 1 inch = 5 feet scale, and keeping track of threat
ranges can be tricky with big monsters, breath weapons,
large spell effects, etc. For large spaces and encounters,
we use a scale of 1 inch=20 feet (one square of standard
graph paper = 5 feet) and make transparency templates for
monsters and their threat ranges instead of using
miniatures.
We also have templates for spell effects and other areas of
effect. Using these makes determining whether something is
threatened easy because if the threat area on the
transparency covers the creature area of the other template,
the creature is threatened. In a recent game, it was easy to
tell when players came within range of a dragon's breath,
then his tail, then his bite, then his claws, as they closed
for combat.
In smaller encounters, we switch back to miniatures for a
better look at the action, but for large areas we find the
transparencies work better.
Thanks for all the tips Johnn. Hope this one helps.
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- Use Labels For Fast, Computer-Generated Index Cards
From: Nathan Irving
A quick point (or tip) for computer-using GMs -- you can buy
sheets of adhesive labels at any office supply store (and
probably Wal-Mart) that are sized to fit nicely on a
standard index card. Layouts for these labels are usually
included in word-processing programs, or can be downloaded
from the manufacturer's website, and then it's just a matter
of cutting and pasting from your notes or stat-block
generator to the label layout, print, peel, and stick!
Faster and less risk of debilitating hand cramps!
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- Use OpenOffice For Electronic GMing
From: Brandon Blackmoor
Rather than Excel, I suggest that readers use OpenOffice.
It's free, it's (much) more secure than MSOffice, but it can
save, open, and read MSOffice files if necessary. I have
been using it at home and at work for a few years now, and I
wouldn't go back to MSOffice for anything (other than
Outlook, for which I have not yet found a good, free
alternative). Did I mention it's free?
http://www.openoffice.org/
Did I mention it's free?
[Johnn: the software looks great! I also see that it's
Windows, OS X, and Linux compatible. Wow!]
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- Good Online Spacefaring Resource For Sci-Fi GMs
From: Natalie Bennett
This is a handy site for a space faring campaign. It has star
charts and other galactic info.
http://www.anzwers.org/free/universe/galaxy.html
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