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How Do You Vet New Players For Your Game?

Frost Birch

Member
Wizard of Story
I am 8 sessions into my latest campaign on Roll20 and have already gone through 5 players that only last one or two sessions then quit. I have a core of 3 players that have lasted from the start and it's getting frustrating trying to find good, reliable players. My adventures are geared towards 5 players and I have been forced to dial it back for only 3 and it looses some of the drama when you do that.

What I do:
1: Set the time requirements upfront. If they can't make the time slot then there's no reason to go further.
2: I ask what type of play they are looking for. (as a mix of intrigue/mystery to hack and slash ) I try and tailor the adventure to what the players want most.
3: If they pass the first two requirements then I go through a series of 10 to 15 private messages that we can build a character backstory with and put that hypothetical character through some scenarios so I can see if their playing style matches the group.
4: If they last that far I feel they are fairly committed to playing but they still seem to be abandoning the game.

What else should I do? What do you do?
 

JochenL

CL Byte Sprite
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Borderland Explorer
In my observation people tend to be all flames for something new but eventually shy away from long-term commitment.

I have been frustrated by this and other maybe related things. And still am.

About one year ago, I switched strategy and invited my on-and-off players into a pool. Originally I posted my gaming times and the players accepted or declined. Based on the accepting players' preferences I chose a game to play. I changed that some time into the experiment as it was clear that there is an inner circle of gamers who will do their best to make it happen whatever the game is. I now post time and game and concentrate on those gamers and try to give them the treatment you described above. All others may join or stay away, they won't get an in-depth treatment and are handled as casually as they handle the game.

The result is smaller rounds, gaming more often, and deeper immersion and satisfaction for all (or so I hope).
 

Frost Birch

Member
Wizard of Story
In my observation people tend to be all flames for something new but eventually shy away from long-term commitment.

...

About one year ago, I switched strategy and invited my on-and-off players into a pool. ...

That would work fine for one-shots but how about longer adventures or campaigns?
 

JochenL

CL Byte Sprite
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Borderland Explorer
That would work fine for one-shots but how about longer adventures or campaigns?
Today will be the 17th session (about 5 hours each) and the 4th adventure of the one major campaign. Besides that, we had seven sessions of other games. So it is working. I am concentrating on 1+2 players currently, a fourth player being on the on-and-off list, others are there but I do not plan with/for them (yet).
 

Frost Birch

Member
Wizard of Story
How do you deal with a party situation Keeping the story flowing if the players change each week? I can see it working fine in a town scenario but in a dungeon crawl?
 

JochenL

CL Byte Sprite
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Borderland Explorer
How do you deal with a party situation Keeping the story flowing if the players change each week? I can see it working fine in a town scenario but in a dungeon crawl?
That is not easy. We assume that characters of absent players either follow along and accept the danger of them being killed or are left at the home base or base camp (within the dungeon - there is always something to guard). The party marks its path and dangers ahead. So the characters can follow sometime later. Sometimes we need a little 1:1 at session start to get that sorted out or game some intermediate events. But the players help me in ironing out these folds and normally it works quite well.
 
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JohnnFour

Game Master
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Demonplague Author
Borderland Explorer
@Frost Birch Having three regulars is fantastic. That's a solid core. Congrats! You only have two more to go. Keep up the auditions.

For continuity, I've found making game elements at least one level of scope above the party works.

For example, a villain. I love factions. A looming catastrophe is great.

You keep the timeline going while the PCs cavort here and there. When opportunity strikes, combo your plot with the current adventure.
 

ejnotts

Member
Wizard of Story
I am 8 sessions into my latest campaign on Roll20 and have already gone through 5 players that only last one or two sessions then quit. I have a core of 3 players that have lasted from the start and it's getting frustrating trying to find good, reliable players. My adventures are geared towards 5 players and I have been forced to dial it back for only 3 and it looses some of the drama when you do that.

What I do:
1: Set the time requirements upfront. If they can't make the time slot then there's no reason to go further.
2: I ask what type of play they are looking for. (as a mix of intrigue/mystery to hack and slash ) I try and tailor the adventure to what the players want most.
3: If they pass the first two requirements then I go through a series of 10 to 15 private messages that we can build a character backstory with and put that hypothetical character through some scenarios so I can see if their playing style matches the group.
4: If they last that far I feel they are fairly committed to playing but they still seem to be abandoning the game.

What else should I do? What do you do?

For what it's worth, Frost Birch, I started a campaign ~2 years ago with eight players from reddit.com/r/lfg, and five dropped out over the course of six months (with four hour sessions every two weeks). It was a bit disheartening as some of those who dropped out had interesting characters, and I'd sunk effort into homebrewing plot points for their backgrounds. But the remaining core of three players are great, and the campaign continues! Being honest I'd like to get another player or two to add to party dynamics, but getting another consistent player into the core group is another challenge altogether... I guess what I'm trying to say is that it's tricky, it seems like a common problem, and I feel ya!

Did any of the players who left provide any feedback? Mine tended not to, but one or two were brave enough to be honest, which was actually helpful in helping me understand the kind of game I'm running, and hence how to describe it to new players.
 

Frost Birch

Member
Wizard of Story
...
Did any of the players who left provide any feedback? Mine tended not to, but one or two were brave enough to be honest, which was actually helpful in helping me understand the kind of game I'm running, and hence how to describe it to new players.

Sadly I have had no word on why most quit. One day they are all smiles and compliments and next gone with the wind...
I had one write a novel of a response saying my vetting process was two long-winded and boring and if that's what it took to join, he wasn't. All I said was my system works, good luck. :)

Thanks for the comment.
 
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