[RPG] How to increase new player retention

dnd-5enew-players

I have recently tried helping my DM organize a campaign. It isn't going well. We've had one session thus far, and players are really being flakey, and using their social loafing skills religiously. Here is an example of our two attempts at sessions:

DM: Hey, so how would Sunday work for everyone?
1: I cannot go; I have a funeral.
2: I am out of town. Let's do an online session.
3,4,5: I can go.
DM: Yes, we'll meet up and build our characters, then do an online session together.

Result: DM, 4, and 5 all meet up to make characters, then have an online session with 2. 3 is not there for the online session. 1 and 3 are nowhere to be seen.

DM: So, would Monday at 3 not work for anyone?
24 hours with no response
DM: Alright, see you guys at 3 on Monday.
2PM Monday
4: I cannot go; I'm out of town.
DM: Okay.

Result: DM and me (5) meet up. 1 is a ghost. 2 is still out of town, and we knew this. No fault there. 3 we end up messaging; says
they don't want to participate unless everyone's there. DM and I
nearly toss him out of the group then and there. We both know that's
not happening. 4 is not there and gave us a 1 hour notice.

We ended up hanging out and whatnot instead, and came up with 3 solutions to what we call "Flake hell".

  1. We invite many people, and cull out those who don't arrive. Rinse and repeat as players stop arriving.

  2. We work with the players on an individual level and prevent social loafing. Make sure to call them physically on their phone, make it a personal commitment for the players.

  3. Invite strangers to play with us. Not bad, but it's a real wildcard.

  4. Abandon the project.

We really don't want 4, but if no players show up, the group will just fade away. What strategies could we use to market our campaign to people, and further more increase the retention of players? Are there other options that I have not listed?

Best Answer

There are a few details that may help, as some have already mentioned:

  • Set up a Doodle poll to find when everybody's free. Do this far enough in advance that people have several days to respond, then you can make a final selection and send it to the group, who can then make sure the time remains clear.
  • Have a consistent meeting time.
  • Make it easier to attend by getting dinner, moving the location, setting up carpooling, etc.
  • Explicitly delegate the group-wrangling to someone else - just because you're the one DMing doesn't mean you have to be the one sending out reminder emails. (I recommend doing this anyway just to spread out the work.)
  • Have enough people that you'll still have a quorum if one or two people can't make it (this is key; life happens.)

But there are really two fundamental things that make people show up in my experience.

Get aligned on expectations

If you're playing (most) videogames with friends, it doesn't much matter who shows up - you can still have a good time. D&D, while it has some flexibility, really requires a certain number of people to work, and if you've tailored the story to people's characters, may require particular people to be there for a given session in order to go smoothly.1

If you have first-time players, they may not understand this. So talk to your group and establish the importance of showing up every week. If you have enough serious players, you may collectively decide you only want people who can commit to being there every session, barring an emergency. In most cases, you'll have to be a bit more flexible, which may affect what type of game you can play as far as the strength of the connections between sessions. See The Open Table Manifesto for an example of episodic-style gaming that doesn't require the same players every week.

Make the answer to "Are we meeting today?" a permanent YES

This is my number 1 super-secret trick. Once you've established a regular meeting time, make it clear that absent specific information otherwise, you will ALWAYS meet for games at that time. If you don't have a quorum for D&D, have board games or other activities ready instead, suitable for any number of players. It's a nice change of pace, and prevents situations where everyone vaguely thought it wasn't happening because so-and-so couldn't make it - only to discover that so-and-so's situation changed, and they're the ONLY one who made it, when you could have had a full group. Making something fun happen every time, instead of calling the event off when someone can't make it, fixes the expectation of going into people's minds and schedules.

1Aside: when you're missing a key player, I've had good success with assuming people will live through a particular scene and skipping it, then doing a flashback later, as long as you can resolve everything before the next session or so. YMMV depending on game type.