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Selecting players advice?

Hi there Roll20 crowd, I'm a GM and I've ran a few games on here now, some with friends from the outside Roll20 and a few one shots from the LFG function on here. The groups from the LFG function have so far been a mixed bag, some people are great games who just want to play while others are problems or just don't bother to show up for the game. I'm planing/hoping to run another longer game soon and would love to hear any advice GMs who've formed groups on here have on how to find good players or weed out the bad ones before starting a game. I'm sure this has been said but a rating system would go along way to fixing the grouping issues on this site.
But what If I want to be needlessly depreciating and abusive to said "problem players"? Then I'm rated poorly because of my psychopathic sense of vengence, which just isn't right.
Sure but wouldn't it be nice to be able to save other GMs/players from having to deal with them rather than exact your "vengance", maybe a year from now the game spot he's in would have a better player in it because that guy got down voted into the ground and no one invites him to things anymore, which is nice revenge too.
1433241193
Gen Kitty
Forum Champion
Ratings systems have been discussed before and shot down before. They're too vulnerable to abuse. The usual suggestions for selecting players here is to have a session zero where everyone gets together for a meet & greet, to audition players via voicechat ahead of time, and to have prospective players write a (very) short essay about themselves, what they enjoy in gaming, and what they're looking for out of a game.
Or just verbally assault them until they cry, like a good fucking GM.
My suggestion would be to run a series of one shots with the prospective players before you start discussing a real campaign with them. This allows you to find out who is reliable, respectful to others, and fits with the group's playstyle. Once you've narrowed it down, make sure that you are clear about your expectations for the campaign, and what level of commitment you require.
1433248455
The Aaron
Roll20 Production Team
API Scripter
(Moved to General)
1433607250
Dan W.
Sheet Author
Generally, I suggest that increasing the level of player emotional and functional investment (beyond creating the character at the beginning) in the game will pay off the best. This issue of 'flighty' players has repeatedly been a subject of discussion in the forums with most advice coming down to what Lex and GenKitty suggest (Trialling, Auditioning) as well as checking each candidates profile page to see how many games and time they've spent on the site. Personally, I think if a rating system might be prone to abuse, how about a system that shows how often a player has appeared for a game using a combination of the campaign calendar and the player actually joining the game. I think this would be a useful data point for potential GMs to filter out players they don't want to waste time with and it's purely factual information. The fundamental problem here is the asymmetric emotional and functional investment in the game between GMs and Players (yes, I know GMs are players too, but bear with me). The GM invests a lot of time and energy into their campaigns and creates a strong emotional investment in their creation. During game play, they are responsible for adjudicating actions and also just the functional setup of the game. Many things simply cannot be done by players and HAVE to be done by the DM as they have sole control. It's the way the site is setup. I'm not just bitching here -- I honestly think this is the crux of a repetitive problem and describing the problem is the first step in solving it. I think GMs can do some things to make that emotional investment by the players last past the first session (which usually comes from creating a character). Some ways of doing this are related to the game you play -- some systems like Numenera specify a connection between your character and one other which not only creates characters with richer backgrounds, but a stronger emotional tie to the other players (as a weak secondary effect). Some ways to increase this emotional investment that occur to me is to involve the players in actually creating the campaign world. Though I've not played it, I believe that is one element of Spark ( <a href="http://www.genesisoflegend.com/products/spark/" rel="nofollow">http://www.genesisoflegend.com/products/spark/</a>). I'm interested in others' thoughts on that. As for functional investment, this is something the site/devs can help with in the future. It would be great if players could be given more control over their characters (and there are suggestions in the Suggestions Forum you can upvote if you agree). GMs could allow a co-GM, or perhaps give some GM control to players to help find music, tokens, backgrounds, character token setup, etc. This somewhat lines up with creating the campaign world suggestion above. Until the sites capabilities change to reduce this asymmetry there's not much to be done to spread the workload around within the system. I would assert that the Auditioning and Trialling approaches is simply a way of gauging this kind of emotional investment (or a snapshot of it) on the players part. Or, more accurately, their willingness to make that investment. Anyway, sorry for hijacking your thread, this subject has been on my mind lately. Maybe there was something useful in that...
1433807792

Edited 1433889108
What kind of systems are we talking about here? The "Complex" type like D&D or the one-page rulebook style games? In my case I run the complex types. Here is what I use to filter good players from not so good players; -Create a "Read this first" page, in here you detail everything that players need to know about your game such as the start time, what kind of style you like playing, what they should be careful about, what they should know in advance etc. Make this as TL;DR as possible, this will filter out those who do not have the willingness to put up with the basic knowledge about your game. In my case, my "Read this first" page is roughly 1.5 times longer than the post above me. -Interact with the players. Not many GMs can afford to stay online on their games prior to the start date, but in case you do find the time, stay online and tell players to join and have a chat or create characters with them as you go. This will give them an incentive to play and get to know you. -Introduce spectators. This is a method I use in Call of Cthulhu which has the highest chance of players not showing up. You tell people that they are welcome to join as spectators and will be given a spot in case any of the players do not show up. Have them roll or create a character beforehand just in case. If any of the regular players do not show up, at least you can hope on the spectators to show up, just make sure you ask them to stay quiet during spectating if they did not get a spot. -A couple of days before the game starts, make a notice thread. Say stuff along the lines of "Post here if you are coming on time" and give them a limited time to answer, if they do not answer in time invite someone else and kick them.