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What attracts good players?

Short answer: Have a good game.

Long answer: Surprisingly simple things attract good players. Here's a quick (and doubtless incomplete) list. They're more fully developed below.


Pay attention

This issue is covered far more completely, from a player's perspective, on the Why we ask players to play only one character at a time page. However, it emphatically bears mentioning here as well, since what goes for the player (who is playing only one PC) goes many times over for a GM -- who is playing all the NPCs.

Keep in mind: attentive, alert, prepared GMs tend to attract like-minded players.

Plan ahead

Most GMs have at least one story arc in mind when they start their games. This usually leads to the common isue of being completely unprepared when that story line is concluded... and often this is further complicated by the PCs not having a good reason to stay together any more.

You can sidestep this issue if you have more than one storyline in mind. Generally one huge, generalized, overarching theme (such as "will magic or tech become central to this world?" or "Will Dr. Monstrous succeed in taking over the world?") is useful in giving motivations to NPCs. That, coupled with PC motivations, usually helps in generating more short-term story arcs that will keep your players interested and moving forward in the game.

Examples of potential GM thoughts:

"Okay, as far as personal missions that the other team members are helping on...

"The rogue has several love interests in the city, and one of them is Dr. Monstrous' son. The martial artist is searching for the secret ninja master to learn more about the evil doctor's plans, and the gun bunny is busy trying to find money for the mortgage on his mother's house... which has nothing to do with Dr. Monstrous, but we won't tell his player that.

"Now... how can I move along the over-arching story line of Dr. Monstrous' plot to take over the world, as the PCs help each other to finish their individual quests?"

If you're really stuck, you can always try using a random selection on the 36 Plots page. This is an off-site page, however, so clicking it will open a new window for you.

Make sure your PCs are needed

Remember, you're telling a story with your players. Don't have NPCs that always overshadow their characters -- otherwise why are they there? That's not much fun for a player, and bored players are no fun.

Being needed is also a powerful motivator for many people. Think of a more immediate, personal need than just the local village needing protectors, if you can. Try to tie the 'need' into one or more of the characters' backgrounds. Is a sister being blackmailed? Did the brother of a PC incur gambling debts? Perhaps a child has been abandoned to the care of a PC. All of these possibilities can be tied directly to a PC, and transcend genre.

Examples of potential GM thoughts:

"Let's see... if the group is going to stumble onto the fighting townsman and orc, I can have them see how competent the townsman is by having him defeat the orc, and then they all can become friends so the players can get the next clue from him.

"No, wait -- why will they care about the townsman if he doesn't need their help? I want them to like the townsman, not the orc... so I'll make the townsman an elf, like one of the PCs, and a member of the same fraternity of the mage PC... and I'll have him fighting four orcs, not just one. That should involve the paladin's sense of honor, and make sure the entire group's skills will be needed, as well."

Keep your group together

This is a good idea mostly because on line, everything takes longer to game out. Thus, if you have a scene with only one player character in it, it's a good idea to keep it short and simple -- or play it at some other time. That way the rest of your players aren't stuck with nothing to do but watch silently during much of your rare scheduled gaming time.

When you only have 3 to 5 hours of gaming time, and 2 or 3 of those hours are spent with only one player, it's unsurprising if the other players feel somewhat cheated. Playing one on one may be easier for you, the GM, but try to resist the temptation. It's kinder to your players, in the long run, if you make a bit of effort to develop potential scenes in such a way that everyone can participate and play.

This also means you don't have to struggle later, when you want everyone back to play again. It's sometimes not easy to wake up bored players who've walked away from the screen due to nothing to do.

Examples of potential GM thoughts:

"The noble is going to be attending this planet's local midwinter festival, and I'll give the clue to the macguffin's location then. So... how can I involve the other PCs as well, so they all see the clue? Hm. The noble could hire the mercenary as a bodyguard, and the captain of the ship can be invited to the party by the interplanetary Shipmaster's Guild. The scientist could be either 'hired' by the noble, or say she's part of the captain's crew. There we go... got a reason for them all to be there."


You can find more useful information on the pages for GMs where we discuss How do I make my game last? and What should I pursue, to be a good GM?

For more information on any other more specific problems, feel free to ask other GMs or the administrators here. They've all been through the same problems you may be facing. Also, a strong community of mutually helpful GMs and players goes a long way to enriching everyone's gaming.


Back to the GMing FAQ page.




Last modified: 2002-Mar-17 23:13:58

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