Jon C. said: Then I grew out of combat. Waiting five minutes to find out what happens 6 seconds later is not my idea of fun, no matter how creative and descriptive those five minutes were. So,... this is probably one of the big things you've made a mistake in. There's a lot of systems that do combat way more interesting than D&D and it's derivatives. There are many ways to include conflict, but man vs man is the primary method, and a lot of people are going to feel like there is no threat, or danger in your game if you call out 'combat' as something boring, and unengaging. You may wish to look around a bit more, and play fewer d20 derivatives to find a method of 'combat' that you actually enjoy. The other big ones are: the failure to commit to a time. A lot of players prefer consistency. I have yet to play with someone who has had the expectation that sessions will be entirely based on which day and time is best of the players. Instead they choose players who can regularly make the time and day instead. And: no preference towards serious or comedic characters. These two are fairly incompatible. Players who expect a somewhat serious experience will find the fourth wall breaking, and lightness probably un-immersive for them. There's a pretty solid line of belief that players know when levity is necessary, and break the tension when appropriate. If there is no tension, some people don't feel engaged. The general consensus is that if your game is not on the first page (and your game isn't niche), you're not going to get any bites. If your game is niche (Exalted, WoD, etc), then players will probably look for a couple of pages to find games for these systems. For homebrew? Good luck. There's no means of verifying the system won't break down quickly, that some player won't find the game-breaking loophole, or that the game will even function. Even published games have this same problem (Wild Talents, Mutants & Masterminds). I, admittedly, have not looked at the thread, but it stands to reason that Fallout-esque games have a problem of Fallout being a massively overhyped, and overrated game. And that a lot of people are seeing that, and going 'Welp. Pass.' Try describing it as something that people either a: aren't familiar with, or b: doesn't suffer from wildly varied opinions on quality (I'd pass over any game that describes being a Fallout-style Post-Apoc game. But I'd be interested in a game that claims it's inspired by S.T.A.L.K.E.R.) Things that aren't true: Use of maps makes or breaks the game! No one uses Theatre of the Mind! False. I currently run Exalted - I have a single map and a splash page. That single map is a white page with circles and range bands on it. The players have no problems with combat in a game that runs entirely on the player's ability to narrate engaging fight scenes. I have seen one reply in 24 hours! Does this mean my game isn't well-liked!? No. There's a ton of reasons why. But 24 hours in the LFG system is normal. Threads also tend to see 10~20 hour wait period before anyone replies in the thread. Often times, people do so via PM. Unless your game is the current hotness. D&D (4e and 5e, currently) tend to see a lot of people scrambling to play these games. Pathfinder has begun to see a decline lately, and even once popular games are seeing a slower intake of player interest as more people become interested in the hobby. I'm new, and no one will think I'm capable of running a game! Not even in the slightest. I ran my first game on Roll20 with ~5 hours played. That game had a significant number of applications. I actually get -fewer- applications now, at something like 2k hours than I did at 5. Nothing stops you from sitting and idling in Roll20, and just spamming games to get the account badges. It's a system that can be gamed, and no one takes that system seriously. Anyone who does... probably isn't someone you want to play with anyway? Hopefully that helps with why, perhaps, your LFP isn't as successful as you thought it would be.