Paladintodd, it is definitely not just you; and it is not FATE-specific. I have had a player disappear after the first session of a D&D campaign of which he said he had enjoyed it; I have had players dropping communication after one-shots of Dungeon World, although they said they wanted to be kept in the loop; I have had players wanting to join a game and then never showing up; etc. As for how to deal with this, I agree with Pierre that you, as the GM, need to provide a clear structure. There will be times when a player you would like to have in your game will not be able to partake because of schedules. It is unfortunate, but without a solid framework - meaning first and foremost regular sessions with consistent time frames - the players can rely on the whole game may break away. Building connections, like Elf suggested, has worked very well in the past for me. You cannot force that, though. Giving impulses may work, ultimately this is a task for your players themselves, though. On the flip side: players starting to build connections by themselves is a pretty good sign, that you have invested and reliable people, in my experience. I have, however, not found a surefire way of finding players like this. I think Megan Jones is right: you have to keep on looking. As an example, I have started a Discord-Server for Dungeon World one-shots, usually happening every other wednesday. I encourage newcomers to try out the system with no strings attached. After their first session I tag them with "active". If they do not reapply for a few sessions, they get tagged as "inactive". After that, there will be times when I will clear the list of any inactive members (with prior notice). It is a cyclical process. Eventually, I hope, someone will remain active. I also get, that it may seem unjust, that it is our job to find reliable people, David, but I'm not sure what other way there ist. You appear to be wanting to "punish" unreliable players - what are you thinking of?