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#1 |
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Join Date: Sep 2004
Location: Southeast NC
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Just to get a feel of interest levels, I gave a list of campaign ideas I'd be interested in running (pretty much just genres, not any kind of synopsis at this point) to my players and asked for their input. The way I did it was to ask for a check (or x) by any they were (or weren't) particularly interested in, doubled if they felt strongly. No ranking or limited number of points to give.
If there wasn't one that had universal support, I'd speak with the holdouts of the closest ones to see if there was an option that would address their concerns. Fortunately, I had two options that everyone was positive on, so we discussed those a bit to settle on just one (in our case, cyberpunk). NB: We are a small group of close friends that can only reliably get together maybe three days a month. I pretty much considered a double x to be a veto, because cutting someone out of game night would be unacceptable. If I was running the same straw poll off a bulletin board in a game store backroom, I'd be judging very differently.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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I hold a vote before most of my campaigns. I stick out a blurb, and then My players get to rank order the campaigns. After that I generally just choose which one we do, but with preference for the games with broad support.
And yeah, if its the same folks every time, people are allowed to veto if they feel strongly about something.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#3 |
Join Date: Jun 2005
Location: Lawrence, KS
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My votes work out differently, because I normally have enough players for at least two campaigns. So I use their preferences to sort them out into groups. A campaign that one player rejects outright may still be appealing to a sufficient number of other players. The trick is to make sure that no player rejects both (all) of the campaigns I end up with.
That has a couple of advantages. It lets me work with a bigger player population, and it lets me mix and match players, so each cycle has groups with different chemistry, even if it's the same player population (which in fact hardly ever happens; in my current cycle, for example, I have one new player from the San Diego group, out of nine—though her husband has played in a few of my previous campaigns). An occasional third advantage is that I can bring in a guest star from one campaign to play an important NPC in another campaign. On the other hand, it means that I either have to space my games out (which in fact I do, with each campaign on a once a month cycle) or run two games a week with different groups.
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Bill Stoddard I don't think we're in Oz any more. |
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#4 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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I used to do this, but I found it often produced games that fizzled anyway, so it was more trouble than it was worth.
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#5 | |
Join Date: Jun 2005
Location: Lawrence, KS
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I wonder if there's a difference in our methods, or in our player populations, or if it's just luck (good or ill)?
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Bill Stoddard I don't think we're in Oz any more. |
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#6 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Also rather than two campaigns with different groups, this time I'm experimenting with running two groups in the same campaign, with indirect interaction between them. |
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#7 |
Join Date: Jun 2013
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I can certainly see a voting system working for some groups. Personally, I have a bad habit of losing motivation quickly, so I don't think I'd be able to keep with running a game setup this way - rather than coming up with a few genres, my own inclination would be to come up with the basics of a single campaign itself, then describe it to my potential players to see if they're interested; if some aren't, find out if there are changes that would make them interested; if still not, I'd either exclude those players from the campaign (if I had enough interested parties to go forward without them, and doing so wouldn't cause issues) or go back to the drawing board. After that, I'd probably have them come up with basic outlines for their characters; if there are characters who don't fit into the party (say it's a military-themed space opera campaign and most of the characters are infantry and someone decides to have a dedicated pilot like [i]Mass Effect[i]'s Joker) I'd either have them change the character to fit better (so a skilled pilot who can also serve as infantry) or modify the campaign in some fashion so they'll work (maybe the Joker-expy teleoperates a combat drone); I'd do the same if someone creates a character who doesn't quite match the campaign setting (say there's no sapient AI in the setting and someone wants to play as a robot; I might have them instead be a full-body cyborg, an experimental mind emulation, a secret prototype AI that seems sapient, or similar).
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GURPS Overhaul |
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#8 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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This works because I just sort of generate campaigns in my spare time, and work them up to that point. Its fun. At least for me. I actually do loose interest in long campaigns, and tend not to work on a campaign nearly as much once we start playing.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#9 | |
Join Date: Aug 2007
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We have to decide these sorts of questions in person in a more informal process. We also have multiple GMs and usually change GMs when we change campaigns. Potential GMs suggest genre, system (and usually published adventure) until something sticks to the wall.
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Fred Brackin |
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#10 |
Join Date: Jun 2005
Location: Lawrence, KS
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Back when we all lived in San Diego I used to hand out hard copy. I wasn't looking for discussion so much as for numerical ratings, which required less back and forth.
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Bill Stoddard I don't think we're in Oz any more. |
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