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How Do We Attract Casual Players and Lapsed Players To Tabletop RPGs?

Started by jeff37923, October 14, 2018, 12:12:38 AM

Previous topic - Next topic

Shawn Driscoll

Unvetted players showing up for a long-ass campaign for a tabletop RPG they know nothing about. Traps that nerds often find themselves in. Better to just sit around and paint minis all day.

Toadmaster

Quote from: fearsomepirate;10601501. Make a game that can be played casually.

I've introduced a lot of people to D&D who had fun the first couple sessions, then dropped out when they realized this is the kind of thing that goes on for years with no real "end."

One shots are a possibility, but those are pretty limited on a recurring basis and don't show the full potential. They can also be a bummer for more experienced gamers expecting more. I'm fine with a one shot at a con, but I probably wouldn't come back week after week for a series of one shot games.



An episodic campaign seems like a good middle ground. People get the idea of TV shows, a bunch of short tales in a larger story arc so a bit less OMG I have to do this for 5 years?

Like actors people can commit for 2-3 sessions and feel like they had a conclusion (guest part), or stick around for the long haul. An occasional player can either be a recurring, occasional part, or be like Patrick McGoohan in Columbo playing a completely different character each time. You can also go the Darrin Stevens route and reuse a stock PC with multiple new players.

trechriron

Quote from: Razor 007;1060152Find a way to have a fun 2 hour session.  4 hours is a hard sell to most people who haven't played before.

I can't. I can't motivate myself to put together a game where my players are not as motivated as me. 2 hours? I don't believe that's enough time to get anything done.

This whole thread is actually depressing me. :-(
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

----------------------------------------------------------------------
D.O.N.G. Black-Belt (Thanks tenbones!)

Steven Mitchell

Quote from: trechriron;1060186I can't. I can't motivate myself to put together a game where my players are not as motivated as me. 2 hours? I don't believe that's enough time to get anything done.

This whole thread is actually depressing me. :-(

I've got a very fun game that happens for 75 minutes once every 2 to 3 weeks.  It's working just fine.  It's not my only game.  If it were, that would be distinctly non-optimal.

jbmoore

Quote from: Razor 007;1060152Find a way to have a fun 2 hour session.  4 hours is a hard sell to most people who haven't played before.

That's not really been my experience. But then a Risk game can take several hours and card games can run all evening or longer. So if you are used to those it is not a big leap time wise for players.

Aglondir

Quote from: Larsdangly;1060155I've been on a Fantasy Trip jag (playing ~twice a week) since SJG released the beta pdf of the new game last month, and I highly recommend it as an 'on ramp' game for lapsed or new players.

Is that available for the GP or just for Kickstarter backers?

VincentTakeda

Considering I typically game once a week for 8 hour sessions, I suppose its not unreasonable to instead game for 2 hours every other night, but that only represents equal time if its online and not 'everybody suddenly has to drive to a location 4 times a week instead of 1.  Could be feasable with online gaming if everyone showed up on time ready to rock and stay focused.  Even with video conferencing though the 'pace' of gaming just slows down so much i'm not sure I could stand the pace, and as a guy who doesn't mind futzin about and taking his time, thats sayin somethin.

Omega

Quote from: trechriron;1060186I can't. I can't motivate myself to put together a game where my players are not as motivated as me. 2 hours? I don't believe that's enough time to get anything done.

This whole thread is actually depressing me. :-(

Well this will up your mood then.

My players do not want to play unless it is AT LEAST 6+ hour sessions. My regular weekly Spelljammer Campaign runs around 6-7 depending on timing. 6 seems about the average most like per session. But as noted in older threads. I have DMed and been a player in very long sessions. Longest ever did was a marathon 24 hour session.

S'mon

I only have the physical endurance for about 4 hours at a time, add another half hour for eating, so 12.30-5pm or 1.30-6pm. Online I prefer 3 hours tops, running Saturdays 08.30-11.15 or so.

Feeling a bit sad now as yesterday we lost the Meetup venue I'd been using for the past year, putting my D&D Meetup pretty much on hold unless/until can get another venue. :(

Ratman_tf

Quote from: fearsomepirate;1060173Knitting is nothing like D&D.

I've had some version of this happen multiple times:

"Wow, that was pretty cool."

Great, glad you enjoyed it!

"Where can I buy a mini?"

Oh, there's a game store right near here.

"How often do you guys meet?"

Every week.

"How long have you been playing this campaign?"

Oh, about a year, year and a half.

~~two hours later~~

From: newb@normalperson.com
To: fearsomepirate@thescurvyseahorse.net

Hey man, I had a lot of fun, but I just don't think D&D is for me. It just seems like a really big commitment.

A lot of experienced RPers will flake on campaigns after commiting. It's been the big hurdle with my brother's campaign, where players are unreliable.
So maybe these players are correct in that they don't have the commitment to participate.
The notion of an exclusionary and hostile RPG community is a fever dream of zealots who view all social dynamics through a narrow keyhole of structural oppression.
-Haffrung

EOTB

Quote from: jeff37923;1060116While discussing the pitfalls of Organized Play in this thread, I came up with a question for the forum. I'd like to know what ways people can think of to attract casual players and lapsed players to TTRPGs.

People participating in Organized Play are only a fraction of total gamers out there who have been interested in the hobby or were once a part of the hobby, so how do we attract them back? What methods can we use to recapture their interest or attract new players?

People who chase obscure, blisteringly hot peppers and argue over Scoville scale measurements often forget that the casual person just wants some Tabasco sauce.
A framework for generating local politics

https://mewe.com/join/osric A MeWe OSRIC group - find an online game; share a monster, class, or spell; give input on what you\'d like for new OSRIC products.  Just don\'t 1) talk religion/politics, or 2) be a Richard

Ratman_tf

This thread made me think about Justin Alexander's blog post about open tables, and how to approach casual commitment players.

https://thealexandrian.net/wordpress/38643/roleplaying-games/open-table-manifesto
The notion of an exclusionary and hostile RPG community is a fever dream of zealots who view all social dynamics through a narrow keyhole of structural oppression.
-Haffrung

S'mon

Quote from: Ratman_tf;1060325This thread made me think about Justin Alexander's blog post about open tables, and how to approach casual commitment players.

https://thealexandrian.net/wordpress/38643/roleplaying-games/open-table-manifesto

Yes, this was a main inspiration for my open table D&D Meetup.

robiswrong

Quote from: fearsomepirate;10601501. Make a game that can be played casually.

I've introduced a lot of people to D&D who had fun the first couple sessions, then dropped out when they realized this is the kind of thing that goes on for years with no real "end."

I agree with this.  And I think a lot of it is creating an expectation that you have to be there every session.

Quote from: Razor 007;1060152Find a way to have a fun 2 hour session.  4 hours is a hard sell to most people who haven't played before.

Agreed.

Quote from: Ratman_tf;1060160?

I never see people quit knitting because they never reach the "end of knitting".
I can understand that someone might not be interested in a whole campaign right off the bat. A first adventure should probably have a clear goal and a path to reach it in a session or two.

But at the same time, when you knit you're done with that thing reasonably quickly.  And then you can start a new thing, or not.

Quote from: AsenRG;1060170One-shots have been a thing for decades now;).

Open table, meaner "we play with whoever shows up" and no more rules crunch than they want to handle, is the way to go. That, and presenting a living world which reacts dynamically to the actions, for good and ill.

Open table is a great thing.  "Sure, come play, whenever you want.  And come back whenever you want.  No pressure."

As far as crunch, I think the ideal situation is a game which can be played in a way that the players can describe what their characters do in terms of the game world, and leave the mechanics to someone else (the GM, likely).  Sure, they'll learn the mechanics over time, but "just tell me what you're doing" is a great way to make things accessible.

Quote from: Ratman_tf;1060325This thread made me think about Justin Alexander's blog post about open tables, and how to approach casual commitment players.

https://thealexandrian.net/wordpress/38643/roleplaying-games/open-table-manifesto

Agreed.  Open tables also have the benefit of being really, really resilient campaign structures.  An open table doesn't die because one key player quits, or even two or three.

bat

I run games in a bar and encourage anyone to join it. Works well and I get paid to do it.
Ancient Vaults & Eldritch Secrets

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Playing: AD&D 1st Edition.