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Too many players?

Posted by insaneblackninja
insaneblackninja
member, 10 posts
Tue 18 Nov 2014
at 15:00
  • msg #1

Too many players?

So last night I set up a new game and posted my LFP ad. When I checked this morning, I found I've already got 8 requests to join. And i haven't even received requests from everyone that expressed interest in my feeler post about it.  I had expected requests to trickle in at a much slower rate, and I would cut it off and mark the ad as closed when I felt comfortable with the number of players. Now, however, we're already over the amount I've ever run for. So my question is... How would you handle that?

Is it easier to run a game with more people via PbP? I regularly run in-person games with 5-7 people, but I'm not super familiar with the pacing of a PbP, so I don't know how easy that would be.

So what do you think would be better, limiting the number of players to a reasonable number (say, 5 or 6), or running a big group?  Or perhaps breaking everyone up into two smaller groups and running two separate groups? I have limited experience with PbP's, and this is the first game I've run that I've opened up to the public, so I don't know if there's any particular etiquette in these situations. I'm loath to turn people away, but I really am not sure what the best way to handle this would be. I did not expect such a rapid response lol.
Flarelord
member, 297 posts
Tue 18 Nov 2014
at 15:06
  • msg #2

Re: Too many players?

There really is no hard and fast rule, but there is some basic tenants I prefer to abide by.

Always treat your applicants with respect - be honest - if you have more RTJs than you've expected, tell them that. If you specifically made the game for a certain group, let them know you've specifically opened the game by request and want the players who requested it to get in.

RTJing doesn't entitle  you to accept someone. Read them all - show that you're thankful for the applications. If you only want to take so many, state that - and if you're inclined, agree to contact applicants if players drop out - RPOL games do tend to have a turnover rate.

You don't have to do these things, but think about how you would want to be handled by a GM who was in your situation -  the better you can communicate, the better off everyone will be.

I hope this helps :)
W0LF0S
member, 40 posts
Tue 18 Nov 2014
at 15:08
  • msg #3

Re: Too many players?

In my experience, it's easier on the GM to run a single smaller group.  Managing multiple groups can get taxing, and running bigger groups can cause things to lag a bit (players not posting quickly) or for some to feel left out (3 or 4 players post constantly without considering the others that haven't posted yet).  Ultimately, it comes down to what you have time to do and what isn't going to burn you out.

For advice on having an abundance of RTJ's, I'd recommend setting a cutoff date (no more than five days into the future) for everyone to submit them to you, and then take your pick using whatever criteria you want.  You can go with best concepts, players who seem to be the best fit for your GMing style, or you can give priority to those from the IC thread.  It's all up to you, because you're the one that's running the game.  Honestly, there is no "right" answer for you.  The rule of thumb on RPOL is that the GM has the right to do what he wants in his game provided he doesn't break any site policies.
st_nougat
member, 419 posts
Tue 18 Nov 2014
at 15:16
  • msg #4

Re: Too many players?

that depends on the pacing youre looking for.  PBP is insanely slow.  The more people you have the slower it goes because you have to wait for, say, 8 people to log in, decide what to do and post their actions for every round.

My advice, this is how I and many others to it, is to leave the LFP ad open for a while and collect as many RTJs as you can.  Review those RTJs and select the ones that are the best fit for the game you want to play.  accepting players on a first come first serve basis is usually a poor decision.

good luck with your game regardless of how you choose to go
Gaffer
member, 1192 posts
Ocoee FL
40 yrs of RPGs
Tue 18 Nov 2014
at 16:29
  • msg #5

Re: Too many players?

I took a look at your GPIaA thread and your game and I have a couple of observations. These are not criticisms, just observations.

Your IC thread got about eight expressions of interest in under four hours. It's Shadowrun, which a lot of people want to play and not many run, so good on you. With that many potentials, you might have done a 'soft opening' and just let those who had responded know that the game was up. If most of them failed to respond in a day or two, you could have gone W-P then.

Your game has nothing much in the way of RTJ requirements: "If you are interested in joining, send me a request to join. If you have an idea for a character you'd like to play, send that along too." That makes it hella easy for anyone to just throw their hat in the ring and you know almost nothing about them as players.

Suggestion:

Give it today to see if more of the IC people respond. Close accepting players. Then do RTJ - Round 2 in which you ask them to put a little more effort into the process: character idea (or two), including two paragraphs of back story and a two paragraph post as that character. You can give them a bit of a scene to respond to, if you're feeling generous. Give them three days to reply -- if they can't make that, they're probably not going to keep up with your eventual post rate target.

Let them know that you've had X responses and you're only looking for about Y players. That way they know they're under the gun to impress you with their submission and that not everyone will make the cutoff. If you have any other limits -- only one techmage, no more than two runners, one a woman -- set those as well.

In terms of size of group, I've started with as many as nine characters and ended up with about six after a month or two. People do drop out.

Two groups? Some people do it. I know I couldn't. I sometimes get confused about what's happened and to whom with one group.

Another solution is to start them in a sort of prelude with solo threads or pairs. Run those until attrition starts to winnow the field and then combine them for the main plot, retconning as necessary.

Looks like you have the potential for a great game.
This message was last edited by the user at 16:32, Tue 18 Nov 2014.
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