aguy777:
It is, but it's worth it to have so many happy players. That's what keeps me going, and keeps my running games: the joy I get to bring to people. :)
Let me add my own kudos to that - simply amazing the amount of love and effort you're putting into it all. I can imagine that if you're getting that much satisfaction out of it, it feels nothing like the work you're putting into it. Well done, Sir...
I'm also a great believer that if you are having a larger group, having people with good chemistry and can write together is a big plus. With the group I have now, it started out at something like 9 players - which I'll admit was difficult for me to deal with at first, but when it dropped to 6 (as it stands now), it's been a lot easier to handle. It also helps that 4 of those 6 players either know each other or are familiar with their playstyles that writing between them takes a bit of the work out of what I need to focus on. I'm basically handing them information that their characters would know or be aware of, then let them write their own story.
aguy777:
As for pacing, which facemaker329 mentioned as an issue (which it can be), that can only be remedied by a GM moderating the pace. Some players will always move faster than others, and there doesn't seem to be a way around that. That's my experience, at least.
I recently had an issue like this where one player was having RL troubles and falling behind. As a solution, I asked the others about how comfortable a posting schedule might be for them. As expected, they replied in a range from 3 times a week to three times a
day. They were good enough to let me know that they had no problem with slowing things down - something I was worried about - in the interest of keeping the pace moving. I'm just glad to know that I've got players who are interested and engaged, even when the post count slows a little.
facemaker329:
Well, it's not a 'mechanic', as such, but several of my GMs over the past three decades (and change) have resorted to something as simple as giving extra experience (in whatever form the system in use categorizes it) for players who role-play exceedingly well. And by that, I don't mean simply that they remain inordinately true to their character (although that does sometimes come into play), but that they actively and consistently do things to move the game forward smoothly.
Exactly, this. I use a simple system (Bennies/Drama Dice/etc) for things like this. It encourages people to contribute to the story and have a little fun 'acting out', as it were. If you can be angsty (for instance) and still move the plot forward, I'll be happy to toss a bit more to you for it.
Certainly, you can drop incentives into your game, but there are some players who will not even recognize the purpose of your efforts and will simply complain about your 'unfairness and favouritism' in always giving Bennie Points to someone else...
icosahedron152:
If players have not learned how to moderate their behaviour to include others and work for the common good by the time they are old enough to play RPGs, you're not going to teach them that skill during the course of your game.
Bingo. I'm willing to budge on some things, but if all a person is going to do is whine about how 'other people' are getting rewards and they aren't.', then they are not going to last long in my game, nor anyone else's, for that matter. Role-playing is supposed to be a co-operative venture. If you can't play well with others, you need to find a new hobby.
Escribblings:
While he is the GM and could be dictatorial, he often opens up the decision on a new house rule to a vote or asks for suggestions.
This can't be stressed enough. I try to have an open mind, as well as an 'Open Door' policy when it comes to the rules. Rarely have I turned down something that a PC has come to me with. I've also worked with my group to expand upon areas of the rules that have been a little vague and then made them "House Rules" for a Tabletop session. You have to work with your peeps in order to foster a good connection with them and let them know you aren't some "Because I
said so!" sort of GM. And even when I've made a ruling, I'm still open to a reasoned negotiation about it. Just saying "But that's not fair!" is not only childish, but a poor negotiating tactic. (Now go sit in the corner for 3 min - :) )
aguy777:
One thing I've noticed many GMs not do. If you intend to run a large game, you must make sure you communicate with your players. You'd think that's common sense, but it seems not. Every 3-4 months, I ask everyone for feedback on how the game can be improved, what they enjoy, what they dislike, etc.
I might just swipe that idea, if you don't mind.