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The Next Level #6: How to Build a Group in One Easy Step--Sorta

One of the more common questions I get asked regarding GMing is how to find a good group. It is my experience that finding a good group is an exceedingly hard thing to do, and besides stumbling on one that fits you just right, there is not much I can help with. However, instead of hitting the RPG equivalent of the lottery, why not create the group you want? In fact, all things being equal, taking the time to create a group rather than trying to insinuate yourself in an existing group (square peg, round hole) is well worth the effort. Don't worry, building a gaming group is not complicated, all it involves is finding a few like-minded people--the rest will fall into place.

I must admit that there are two things I am always, 100% a snob about. The first is pretty innocuous: I like nice hotels. I am well beyond the stage in my life where staying in youth hostels or a budget hotel is something I want to do. My other hangup is invites into existing groups--I rarely do them and expect very little when I do. Usually, my tastes in gaming and the prevailing culture of the existing group don't quite mesh. I usually tough it out and see if I can change my expectations or guide the group more to my liking--but that is often a Herculean task. Moreover, it is pretty egotistical to walk into an existing (successful) group and want to change what they are doing just to suit you better. It's a lot like going into a relationship expecting you can change your partner--prevailing wisdom says you have a snowball's chance in hell in both cases (though, I am sure there are examples out there of both).

The other option is to make your own group and save your time and Excedrin for other things. The actual process of making your own group is not as tricky as it might seem. Whereas I have few success stories with joining groups I can go on and on about various groups I have created and how our own gaming culture was a thing of beauty that took into account the fundamental personalities as well as the wants and desires of each of the players.

It is much easier to create a group if you are a GM. The GM is the focal point of most groups and as we have discussed in previous articles, the best GMs are the leaders of their groups. As the default leader you need to take the initiative. Be the final arbiter on any major decisions: where to play, what time, how many players you are comfortable with and what setting/system you want to use. Have something in mind for each of those core questions before you start putting the group together- but stay open to the needs of your new players.

Now comes the actual work; finding players. The way I see it, there are three solid ways to recruit new players: passively advertise that you are a gamer, ask people if they might be interested, and actively recruit using LGSs and the internet. I'll discuss each process below.

The easiest way to find gamers you are going to mesh well with is to wear your gaming on your sleeve. Make sure people that can recognize gaming paraphernalia can see yours. Read gaming books on trains while commuting. Keep a gaming book on your coffee table so guests can see it. Talk about gaming with friends over the phone so other people can hear. Carry pins or stickers on your bag that broadcast your favorite games. In general, make it so you passively advertise your status as a gamer so that you give the excuse to other gamers to approach you. The process is a bit random--but you find some really amazing gamers out there you would never have guessed played. Last year I met a fellow roleplayer because I was reading the Tome of Magic on a plane to Texas and she recognized the book as a D&D supplement.

Next, be assertive. If you think someone played D&D when they were a kid, ask them. If you think someone is really into Computer RPGs and might be willing to make the jump to tabletop, ask them. If you know someone is a gamer but in a different group, ask them if they might be interested in another game. If you think person X might be a creative type, ask them if they know what pen and paper RPGs are. If you know someone really enjoys fantasy or science fiction novels or TV, explain to them what roleplaying is and isn't.

The opening is often very awkward... many times people either assume you are talking about computers or kinky sex when you mention "roleplaying." Take the time to follow it up with a quick explanation of what you are talking about (a simple "y'know, like Dungeons and Dragons" is often sufficient). You will find in this process that your "discoveries" often know other gamers and you get a two for one. Don't hesitate to use networks and friends of friends to build your group.

Usually, the gut instinct that told you to ask the person if they roleplay will be correct and they will be interested. Be prepared for people wanting to play but real life getting in the way (it has a tendency to do that). For example, I am in the process of putting a group together right now and I found out the guy who sits in the office next to me played D&D all through college and would love to play in my group. He just had a kid though, and the timing is off. On the other hand, through the same process I found another co-worker who is excited about playing and was the first member I recruited.

Remember that this is a golden opportunity to create gamers. If you find someone interested in, say, Geroge RR Martin's Song of Ice and Fire series and they are willing to give roleplaying a shot, you have just done the hobby a great favor. Moreover, these are the types of gamers you can help guide through roleplaying, the types of gamers with few, if any, pre-conceived notions. These new players, while a bit of extra work in the beginning, are usually you best gaming friends once they find their roleplaying feet. Because of your role as a mentor, their gaming goals will be very similar to yours. One word of caution: if you are creating a new group that involves players new to the hobby, take it slow. Find a system and a setting that is easy for them to grasp and takes very little introduction. Ease them into it. Let the more experienced players know what you are doing, and usually they will be fine taking a few sessions slow to help guide the new "convert."

No discussion about finding players would be complete without mentioning the two main sources: the internet and local game shops. Take the time to go to your LGS and see if you can post an advertisement for your game. I have had good luck with getting responses, though the caliber and type of player is hit and miss. Some work and some don't, but just getting people to call and inquire about your game is a big step. Similarly, the internet has been a godsend for making groups. Through the magic of e-mail and various local mailing lists (and, of course, the RPGnet forum dedicated to finding players) you can advertise your game and send out specific invites to people you think might be a good fit.

Just today I met with two people I met through the Japanese gaming mailing list (JIGG). I had a good feeling through e-mailing them that their gaming style and mine would mesh and over our long lunch we all confirmed that none of us are crazy or catpiss(wo)men. We are creating characters next week. Similarly, my previous Cthulhu group that I created in Arlington, Va involved a player I met through RPGnet's gaming group advertisement forum.

I am a big believer in using the internet to build a group. The key with e-mail and online advertising is to be as specific as possible. Let prospective players know the types of games you want to run and the type of GM you are so that you both can decide if it is a good fit. Its best to e-mail a couple times back and forth to get a feel for the other person before meeting them. One other word to the wise--always, always meet in a public place for the first time.

So, that's basically it. Once you have names and contact information, things should fall into place. Keep up the communication and serve as the hub for planning. Once you have the people, it is time to step up and be the leader the group expects. You put the group together, now its time to put it to work (so to speak).

I could go on about my suggestions as to the etiquette and minutiae of meeting people, grooming them into the types of roleplayers you want, and the steps after actually creating the group--but that is for another column.

In Summary:

  1. Know your answers to the four core questions (what setting/system, when, where, how many players)--but be flexible.
  2. Passively advertise that you are a gamer, ask people if they might be interested, and actively recruit using LGSs and the internet.
  3. Be assertive. You need to lead, especially in the beginning.
  4. Step 1: recruit roleplayers. Step 2: ... Step 3: Profit!

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