Originally posted by Supplement Four:
Once he finds enlightenment (hopefully at the hands of a good GM), it will be only then that he discovers he's enjoying rpgs on a level he never knew existed.
Not all players can be coached, though. Some are not ready. Another job the GM has is to pick and choose a good gaming group.
I'm going through that right now. I started my Traveller campaign a year and a half ago. We took off a couple months for the holidays. Time stretched further than I originally intended (as we are all in our 30's and 40's), and it's just now that I'm getting the game cranked back up again.
Two new players that started with me when I started the campaign really aren't adding anything to the game. They're a husband & wife. The husband is fine, but the wife just doesn't "fit" well with our gaming style.
There were a couple of game sessions that these two couldn't make the game last year. I have a rule that no one plays unless everyone plays their own character, but I was able to work around their "no-shows" so that their characters weren't involved.
Those two games sessions that they missed last year were the top two game sessions we had the entire year. They were remarkable games.
I can't quite put my finger on it. It's really not that either the husband or wife is a bad player. I'd say they're average.
But, there just seems to be a new dynamic when they play. A dynamic that's not good for the group.
In the past, when we were playing more often, I'd take the time to "grow" these players. I've been successful at that before (and I've had a few failures too).
But, playing once a month, I just don't have the time.
I've decided to "prune" these two players from the group. In their place, I'm adding 1 new player who's never role played before. But, he's excited about it, and I have a feeling he's going to take to it like duck to water.
Strange about these players I'm pruning. I've definitely let disruptive and bad players go in the past. I won't stand for a player who continually makes the game non-enjoyable for everyone else.
But, these players I'm not inviting back aren't like that at all. The best I can describe it is that they're like a wet blanket over the group, stifling dynamic play. I don't know why they have that effect. They're OK players, but it's a strange vibe they bring.
It seems like such a small thing, but I think it's big enough to threaten my game. Not in one game session...they bring the kind of vibe that slowly erodes a game until, nobody knows why, the game night is just not that fun anymore.
Maybe that's why we haven't played in a few months.
But, it's my job, as GM, to recognize this. And, I'm doing it. Those two won't be invited back. I'll do what I can not to hurt anyone's feelings--no sense in that--and I think we're just going to pick back up and not inform them.
But, they're out, none-the-less.
I'm a GM. And, part of my duties is to keep the game interesting and lively on all fronts.
Picking, pruning, encouraging players is definitley one of the responsibilites a GM has in running an enjoyable game.
And, I mean to keep my game damn interesting.