Author Topic: Strategies on bringing in new players  (Read 1022 times)

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Offline Elton Robb

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Strategies on bringing in new players
« on: October 09, 2012, 11:43:02 PM »
We need more people playing Rolemaster.  One of complaints I see is that "It's hard to find new players for Rolemaster."  So, we need better strategies in attracting players to our games.  So, lets discuss on attracting players.

Remember, if D&D 4e can be compared to Chutes and Ladders, Rolemaster is chess. :)

* Strategy 1: Create an entry level version of Rolemaster using a dumbed down version of the game.

(there's one way to start it off).
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Offline markc

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Re: Strategies on bringing in new players
« Reply #1 on: October 10, 2012, 07:38:44 AM »
As far as I know there is a version planed for RMU.
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Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline RandalThor

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Re: Strategies on bringing in new players
« Reply #2 on: October 10, 2012, 08:41:34 AM »
I like the idea of "Strategy 1," like RM Express.

For me, on the local level, I just try to connect how things are done in people's favorite shows/movies to how things are done in RM - and how other games cannot come close to modeling such actions. Just connect it to something they already like, to transfer the emotion. At a game-wide level this would be getting rights to a popular intellectual property, something ICE had in the past with MERP. Something like that would help to bring in players, but which one?
Power corrupts, and absolute power corrupts absolutely. Scratch that. Power attracts the corruptible.

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Offline chippermonks

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Re: Strategies on bringing in new players
« Reply #3 on: October 10, 2012, 04:54:13 PM »
I have taught dozens of new people how to play, and many are even posting on these forums now years down the road. What I found to work is to (as a GM) be congenial, and try to relate to your target audience. While I don't think a "dumbed" down version is necessary (dnd 4.0 was a flop), some basic adventure modules and some test characters could be very fun for new players. market it up and make it as shiny as possible. The average shopper is little more then a seagull in many ways.