The first rule of putting together a new RPG campaign, and one that I had forgotten, is that one must collect players, not miniatures. It really doesn't take many. I figure 3-6 should make a good start. Three is really the sweet spot for RPGing, in my opinion. Over 6 can get cumbersome, though I have done it, with some success, back when I was in form. One player and a DM is a bit clunky, the player lacks anyone to play off, aside from the DM, and so, the DM gets tired more quickly. When you add a second player, the DM can compose his thoughts when the two interact. This is even more pronounced in a group of three players. Four and five are manageable, but, as we add players the tendency for the players to tag off on demanding the attention from the DM increases. There are still slack times when the DM can think about aspects not immediately pressing, but they get more rare.
At anyrate, these thoughts are prompted by my attempt to form a Group for my Tekumel campaign. I have a room at the FLGS for the 1st. I have one player. I put up a poster, but have had no emails. I have a growing short tonne of miniatures. Short tonne being a Euphemism, in case I have sensitive readers. I plan on launching on Thursday even if we only have me and Geo. I have no idea what we will do, or what system we will use.
A large part of the problem is that I am no longer a "figure" in the local gaming scene. There was a time, back in College, when I was president and founder of the campus club. Finding players then was easy. But most of the people I knew then are gone from here. And the online networking has not helped much (read "at all"). The Freeforum group has been overrun with spammers, and another forum seems to consist of players in a Pathfinder campaign. Few people my age have time for more than one campaign, I find. And Gaming is kind of a personal activity, so I think finding strangers to travel to strange new lands is, socially, a bit daunting. It would be much easier if I were pitching a more familiar world - something a bit..oh Tolkien.
Other news, I won an Ebay auction for Lou Zocchi's copy of Swords and Glory Volume 1, in Box with Maps. I am hoping it comes autographed. As the story goes, the seller is a friend of Lou's and gave him a heads up on the current market value of some Old School Goodness. Lou allowed him to sell two copies of SGV1, to test the waters. I got the game cheap, in my estimation. Much cheaper than online retailers are asking for copies. That surprised me, and I suspect it may disappoint Lou. Don't know what he was expecting, of course. Still, I am pleased, because Lou has been an icon in my world for a while. I would love to get the Professors autograph on it as well, but I am thinking that will be unlikely.
I have been painting some, but mostly low caste and slave figures. I have some Asar figures in the Que, but I am not sure what I will do with them, so I am delaying. I did realize that all these poor clansfolk could probably also stand in as natives when I get some pirates painted, in a year or so.. But I need to get painting if I am gonna get the Tek stuff that I have done by years end. I should set up a camera, and there might be a pic if you come back to this post in a day or two.
I have also begun discussions with the Tekumel Project to sponsor a Legion. Not cheap, but, if I can find the money, I am gonna do it. For the moment, I will keep details hush hush.. Wouldn't want the Red Hats to know.
On April 10th, I think, Chirine and his pals have organized the Dave Arneson Maritime Memorial event at the Source. I hope to be there. But the next week I will be gone to school for work, and I am not sure I want to travel right before hand.
I hear you, brother!
ReplyDeleteIt's either flood or famine here sometimes! No one wants to play then suddenly I have half a dozen and it's out of control....
I agree that 3 players is kind of the "sweet spot" - but also it's important to have at least ONE of those three to be a decisive player - a natural leader. It's okay if you have two... or even three decisive players - especially if they're good-naturedly stubborn - throw them in the situation and let their characters argue it out... so much better than "here's the situation... what do you want to do?" "uhhhhh... I dunno... what do YOU want to do...." "Uh... I dunno...?"