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Old 03-30-2006, 02:51 PM
Jim Bob Jim Bob is offline
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Gaming Circles

My buddy and webmaster expressed it in the following way,
Quote:
Originally Posted by Tyberious Funk
Roleplayers tend to be clannish sorts. We stick together in isolated groups and rarely venture beyond our immediate circle of friends. Until, of course, we find ourselves without other people to roleplay with, at which point we might venture into the unknown. If you're like me, loyalty to your group means you sometimes end up playing, or even running, games you don't particularly enjoy.

Blerch!

This site aims to help you break the pattern. Here, GMs can get pitch ideas to potential players -- the sorts of games they want to run -- and players can pick and choose to play in the games that suit them. Think of it like your immediate gaming group, only larger. That's where the term game circle comes from.
It's time to explain why I did a poll, and asked a question - "how long do your campaigns last?" and "do you have closed or open-ended campaigns?"

This came from a response to John Kim in the thread, How long do your campaigns last?.

Quote:
Originally Posted by jhkim
Several people sound like they reported on ongoing campaigns, but doesn't that skew it short?
Yes. But several people also said something like, "well, apart from that campaign that went for three sessions and then fizzled, the last three..." When I talk to people individually, I find there are a lot of fizzled games and "I went to check this group out, but they were dorks, so I didn't go again," and "we were all set for a long campaign but then the GM got a new job across town." So there are a lot of 1-5 session non-events that aren't being counted. This'd more than balance the ongoing campaigns that are counted only up to the current session.

In any case, we all know that an ongoing campaign, one we expected to last for another year, can just suddenly die. I'm interested in what people have done, not what they hope to do.

Quote:
Originally Posted by jhkim
I think it makes some sense to distinguish between one-session games like conventions games and intentionally short campaigns (i.e. something intended for 3 sessions).
Absolutely. It's why I said that a three-session con game wouldn't count as "a campaign", but a weekly meeting with a group that happened twice, where you planned to have a long campaign, and then the group broke up - that's a "campaign."

Now, a regular group having a 3 session campaign is a different thing to having a 3 session adventure at a con. That's because in a con, no matter how much fun everyone had, it's going to end. But in a regular group, if everyone really loved it they could decide to keep going.

The point is that in a regular group, in theory there's no limit to how many sessions a campaign could go for. Now, the reasoning behind my doing this poll was that when you talk to gamers, it's quite plain that many have the old dream D&D sold us - of the grand epic long campaign, the same players with the same GM and the same characters for years. What I wanted to know was, "is anyone getting this?"

My theory was that they weren't getting it, and that the average "campaign" was 6-10 sessions. I thought that what we'd see is that people would drift from group to group for a session or two each, looking for a good game, and that many groups would switch from one setting or ruleset to another.

Of course, some campaigns are deliberately short, as you said. But that's another question, which I asked in the Closed or Open? thread, about whether people preferred closed or open-ended campaigns. I didn't make that a poll because I'm certain the results would be indistinct: there'd be "closed" campaigns which by popular demand went longer than expected, and "open" campaigns which all agreed should end.

So for this poll, it was enough to ask how long their campaigns lasted; whether they ended deliberately or fizzled or with drama was unimportant.


The reason for these polls and questions
My group's hoping to expand into what William Stoddard calls a "gaming circle." (What follows is my analogy, not his... it's his method, but he expresses things better). It's sort of like a gaming club, but without a clubhouse. Traditionally, gamers form a group, and then choose a game to play. This is different to other hobbies, like social sports, where a team captain chooses the sport they'll play, and then finds a team. Gamers normally find other gamers and match a game to their preferences; but it's possible to find a game, and then go looking for gamers to match it, just as sports clubs do.

Now, carrying the sports analogy further, notice that sports have seasons, and that some people don't come back after a season or two. They change to another team, give up sports, or change to another sport. People do this because their life circumstances change, how much time and when they're willing to spend on sports in general. Their tastes change, too: last year they enjoyed football, this year they prefer basketball. They get tired of the same people on the same team, and want to meet new ones.

So, what if we ran our gaming circle like people run social sports clubs? The team captains (GMs) put up notices wanting players for their sport - volleyball, football, basketball (D&D, Fudge, Exalted) - and the players indicate their interest. They play for a season (campaign) and then they stop. They might go for another season (campaign) of that game, or they might change to another, or stop entirely.

That's why I did these polls. Because if it turns out that everyone is involved in 100+ session campaigns, completely open-ended, then a game circle's not going to work at all. But if everyone is already having short campaigns, and if many of them are closed-ended, then they won't mind a gaming circle, which will give them short, closed-ended campaigns.

Maybe gamers all dream of the grand epic years=long campaigns, but if they're usually not getting them, instead getting short closed-ended campaigns, why not plan for it? Why not organise our gaming around the way things are, rather than the way we dream of things? Why not make the best of it? A social sports club is good because it lets people try a variety of sports and meet a variety of players; a gaming circle would be good because it'd let people try a variety of games, of play styles, and meet a variety of players.

For me, the appeal of the gaming circle is not only giving that variety, but also as an alternative to the gaming club, which often fizzles when you try to form one. A gaming club often fizzles because people go to the club when they don't have a game group. At the club, they get a group, and then stop coming to the club. So numbers drop, then when new people come they say, "man, this place is dead." University gaming clubs do well because they've got a constant influx of new people, and because many of the members are poor and living in shared flats, so they don't have any other physical place to game.

So, how to solve the problem of clubs fizzling, of people finding groups and then moving on? Well, the gaming circle again - if people join up expecting to move from group to group from time to time, it keeps it going.

Well, that's the theory anyway, and that's why I posted that poll and that question, it's why it mattered to me if people had long or short campaigns, open or closed-ended.


Stoddard's Way
Incidentally, Stoddard does it simply by knowing about 20 gamers. He pitches ten campaigns to them, and gives them 20 points to assign to them - 0 to 5. They also note who they insist on playing with out of the rest of the circle, and who they refuse to play with, and when they can game. Going on their preferences, he assigns them to groups. So from his 20 gamers he might get four groups - one group meets once a week on Tuesdays, another once a fortnight on Sundays, another two once a month, and one guy misses out because all the campaigns he was interested in, someone blacklisted him, and another guy misses out because the ones he was interested in, no-one else was - he can join another group if he likes. They call it "Stoddard's Gaming Circle."

As I understand, he came up with this method simply because he had more players than he could fit into one group. So he decided to run a few groups at different times, and this was the way he came up with to deal with it. His way just kind of evolved out of having too many players and not wanting to turn anyone away.


Our Game Circle
I'm thinking of a more deliberate method. In my regular gaming group, I have just myself and four players, I'm no charisma man as Stoddard obviously is. But between us all, we know, directly or indirectly, about four other groups in our town, with a total of about 20 regular members. Sure, plenty of them won't be interested, but each gamer knows other groups, so if we just bring on one or two from each, it can spread.

Plenty of people with regular groups are quite happy in them, and don't want any more gaming. But plenty are happy with that group, and want more gaming, or they're unhappy and want something different. And many more have no group at all.

I say, let's bring 'em together into a Game Circle, where we play for seasons, and then many of us move on to new games and groups. In our case, this group would be based in Melbourne, Australia.

Thoughts?
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Old 03-30-2006, 05:26 PM
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Levi Levi is online now
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Re: Gaming Circles

Quote:
Originally Posted by Jim Bob
Thoughts?
I have exactly what you're talking about.

And what binds us together in the large scale, much as it's not everyone's bag, is LARP and the pub. And all the LARPers meet once a week at the pub to chat about their games and "do scenes" - and also, to chat happily about their tabletops, recruit for them, schedule them, and so on.

EDIT: Actually, sorry. We're much more organized than you're thinking of, now that I reread. I mean, we've got a website and everything.

But, still. A website, and occasional meet-ups. That's the key stuff for us.

Last edited by Levi; 03-30-2006 at 05:31 PM..
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  #3  
Old 03-30-2006, 05:41 PM
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Tyberious Funk Tyberious Funk is offline
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Re: Gaming Circles

Quote:
Originally Posted by Levi Kornelsen
And what binds us together in the large scale, much as it's not everyone's bag, is LARP and the pub.
It's interesting... because I don't think I would ever LARP... and yet, I get the sense that the LARPing scene is much more social and more like a small community. Personally, I think this is a good thing.

Is that a fair assessment of LARPing in general?
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Old 03-30-2006, 06:05 PM
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Damiar the Wolf Damiar the Wolf is offline
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Re: Gaming Circles

I've considered the idea before and honestly, I believe it's one of the best possible systems we as gamers can hope to adopt. The hobby's standard "group of friends" is an unstable system at best. I myself didn't realize (or perhaps even truly believe) it until recently, when my own group of friends parted ways for the final time, leaving me with little hope of having them together at any one time. Even worse, I found that my tastes had become so focused that I have a hard time enjoying other groups' styles of play (as to the question of whether one should wish to adapt at all, I know that's a strong sticking point for you, but we can save that for another discussion).

So, having failed previously to connect with other groups in the area has left me with an entirely different (and somewhat odd) system that I'm currently experimenting with:

Usuccessful as I have been with starting a "gaming hub" (as I would term your system), and unsatisfied as I have been with the new gamers I've met (for the most part); I have decided to experiment with a system I've been calling "shared world gaming."

In my proposed system, one would play in a number of games consisting of two participants: one player and one gamemaster (Technically, I suppose you could instead arrange these games in smaller groups, but I don't know that many people ).

Each of these "one on ones" would share the same game setting and time frame. Then, with proper management, could be interconnected via "shared events" (or quite simply "gameworld cause and effect"). Thus, if you had one player character rummaging around in dungeons and another bombing a capital city, you could quite well end up with the first PC returning to the surface, only to find the ruins of the city he previously resided in. This interconnectivity can also lead to two oft-unused styles of play: temporary alliance and player vs. player.

In either scenario, you get two or more of the disparate players to meet (physically or otherwise) for the duration of the shared event(s). These types of scenario also function as a sort of "trick" for getting otherwise unwilling players to make time to play together (I find that many are unwilling to commit at first, but once they find a type of play they enjoy, make time for it).

The scenarios also let you explore characters who work together for a time and then go their seperate ways (ala many pulp fantasy heroes or comic book crossovers) or, in the case of PVP, allow you to experience some truly exciting conflicts (what happens when two good people meet, but find themselves opposed to one another by circumstance? What can make a good person willing to kill another?).

The experiment has been successful thus far, but it's my ultimate hope to build upon this "shared world gaming" and to create an amalgamation of your hub-style system and my own.

Ultimately, I believe that "gamer hubs" can only benefit us. Not only as players, but as part of the greater hobby in general. There are a ton of people playing wargames, cardgames, and boardgames at my FLGS. Why not turn that community spirit toward roleplaying? It could gain us new players, healthier groups, and longer lived, wealthier game design companies. No doubt, it's a step in the right direction.
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Old 03-30-2006, 06:12 PM
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Damiar the Wolf Damiar the Wolf is offline
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Re: Gaming Circles

And upon further reflection, I once belonged to a sort of protoform hub group. We had a Yahoo group, and invited gamers from all over the area. Unfortunately, this experience ended as one of my failed attempts at creating another group (before my group of friends imploded).
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Old 03-30-2006, 06:27 PM
Calithena Calithena is offline
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Re: Gaming Circles

We're working on getting something like this going in Ypsilanti, Michigan. I'm not the point guy (though I will GM there if it happens) but if you're in the area and interested I can put you in touch with him.
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Old 03-30-2006, 06:53 PM
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cjh cjh is offline
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Re: Gaming Circles

Quote:
Originally Posted by Jim Bob
It's sort of like a gaming club, but without a clubhouse.
Which is sort of like the networking group that I organize here in the Cleveland area. It is actually a social organization first, and a gaming group second. It has spun off a few new gaming "hook ups" and a few new games as well. I've gotten a few new players out of it as well. It is a pretty interesting and varied group of people involved.

We're having a game day next month too.
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Old 03-30-2006, 06:59 PM
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komradebob komradebob is offline
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Re: Gaming Circles

Quote:
Originally Posted by cjh
Which is sort of like the networking group that I organize here in the Cleveland area. It is actually a social organization first, and a gaming group second. It has spun off a few new gaming "hook ups" and a few new games as well. I've gotten a few new players out of it as well. It is a pretty interesting and varied group of people involved.

We're having a game day next month too.
Sounds interesting. Can you hit us with some cliff notes on its development?
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Old 03-30-2006, 07:06 PM
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Re: Gaming Circles

Quote:
Originally Posted by Tyberious Funk
It's interesting... because I don't think I would ever LARP... and yet, I get the sense that the LARPing scene is much more social and more like a small community. Personally, I think this is a good thing.

Is that a fair assessment of LARPing in general?
IME? Absolutely.

and it really boils down to numbers. There's more individual people in a LARP, than in a tabletop session.

It means that you're regularly meeting and networking with a large number of gamers. Most of my groups in this area as a result, have been in someway connected to my old Vamp LARP group.
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Old 03-30-2006, 08:36 PM
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Re: Gaming Circles

Quote:
Originally Posted by komradebob
Sounds interesting. Can you hit us with some cliff notes on its development?
Well, it grew out of a conversation that I had through PMs here with a fellow RPGnetter. We discussed that we knew from our personal experiences that there were a number of independant gaming groups operating here in the Cleveland area (just like I would presume that there are in most larger areas) but there didn't seem to be a lot of interplay amongst the groups. So, we decided that a "networking group" for gamers would be a good idea. I took as a model the similar concept that many business people have in communities where the idea behind coming together isn't to do business but simply to meet people and make contacts ourside of each person's regular business circles.

One thing that I personally think is important is that, when dealing with potential new gamers, it is really, really important to meet before any gaming occurs in a non-gaming context. Find out about the other people and get to know them a bit before jumping into a gaming context. It really (IME) makes the gaming group move more smoothly, and you end up with fewer group dynamic troubles down the road.

That is really the principle that Cleveland Gamers is built upon, meeting people before jumping into a gaming context with them. It is a way to make possible future connections and gaming groups.

A big part of the reason for the game day next month (almost this month...as you can see by my .sig) is to try to expose people to games that they may not have perviously encountered and to (hopefully) bring new gamers into the fold. Really the whole thing came to life rather suddenly a few months back when I suggested it on our mailing list. The next thing we knew, we had GMs coming from around the state (and as far away as Michigan) in order to run events. The whole thing has been pretty mind-boggling and yet organic in its growth.

Right now the mailing list has almost 80 people on it, and I would really like to see its numbers go up over 100 by the summer. And then, perhaps, that number could double by next year. I think this summer we may try to be more agressive in our recruitment processes, since this year we have worked pretty much by word of mouth. Ideally, I would like to see every gamer in the area who is online involved with the group...but, unfortunately, I don't see that happening.

It has been a fun experience, and the list and the group have both been growing strongly over the last year of our existence. Hopefully more will happen to come. Regardless, though, I think that community building is an important part of this hobby (as it is where the future gamers tend to come from) but I don't think that enough gamers are proactive enough in working out those communities. It is a real shame, I think. But I guess that it is easier to sit around on your computer and complain on forums like this that there aren't any gamers in your area. Communities just don't happen, and it really isn't just the responsibility of game companies or designers to build them. Some folks just want to reap the benefits without making the efforts, I guess.
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