Ultimately, the life of the game depends on the GM. Players may come and go, but they can be replaced so that everyone else enjoying the game can carry on. This is especially important for those who feel invested in the game, having put time and effort into their characters and what not.
Quite a few hit the nail on the head here when they mention posting frequency and attendance to the game. The best thing a GM can do is make it absolutely and concretely clear what they expect from a player regarding their involvement in the game itself. In the case of PbP, this means posting frequency. Also, the more structure, the better chance the game has to survive. If you take the time to address what is PbP's greatest weakness with an open and honest approach, you'll have a better chance of creating a lasting and enjoyable RP experience for everyone in the game. Allowing more specificity can only help, and still allows those who would prefer a more sporadic and 'post when you feel like it game' to play that way.
To each their own. For some people, that might be the perfect kind of game. I think most, however, are looking for something a little more consistent, wherein one player can't throw a wrench in the works via their interpretation of posting frequency policy combined with other psychological and time constraint variables, not realizing that some of the players are waiting on them, quite frequently perhaps, to advance the plot.
One way try to create concrete structure is I try to bring a table top environment to my PbP FFG SW game by mimicking the "let's play on Saturday" next week feel. I simply set consistent regular 'active game periods' where the group knows they are expected to participate. The more specific, the better, as it lets everyone involved know exactly when the 'game is on'. Just like a table top game, the players know where and when to meet, so to speak (e.g., my game starts Monday 12:00 PM GMT and ends Friday 12:00 PM GMT). My players not only understand the expectations, but most have also told me they appreciate the game structure as a means of ensuring an involved and engaging game. It still has the convenience of PbP, but also a little bit more of that organic feel you get from TT. And, psychologically speaking, when the players are participating closer together in real time, the story remains more salient, more engaging, and naturally will have a much better chance to continue.
I think the opposite is very true as well: when a player can more loosely interpret when they're going to participate (post), it allows them to back away from the game. And even posting policies of "1/day" allow loose interpretation, wherein view "1/day" as an average goal to meet, rather than a literal policy (either could be true, depending on the GM, who should concretely specify).
The problem with this interpretation, I believe, is one of an underlying nature. For those players who might have become stalwart mainstays, core players in the group, they become disenchanted. They check their games, waiting on so-and-so to post, and, as a result, even though they may have been looking forward to turning the page and seeing what happens next, they are instead left disappointed. That disappointment, especially if repeatedly occurring, can easily become part of the reason games slow down and come to a halt. There are, without a doubt, players who come to that "screw it" mindset and assume the game is going to die, which only exacerbates the problem further.
A big part of this, as another GM mentioned earlier in this thread, is enforcing the rules as a means of preventing all of the aforementioned problems from ruining the game. As GM,
you have to have the nerve to kick someone who is dragging the game down. It's not personal, and you shouldn't enjoy doing it (unless that player was just a blight). But, at the same time, everyone in the game is counting on the GM to enforce the rules and policies. As a GM, I won't let down the rest of the group, as far as expectations, to accommodate problematic players who aren't meeting expectations. In that way, it's almost business like, sadly. However, if they're aren't interested enough to be involved, oh well. Somebody else will be. The game will go on.
The thing is, wouldn't we do the same thing in real life? If someone is missing the TT game on a regular basis, there's really no point of them being in the group. It's kind of just a downer for everyone involved. Even worse is the no-show player, which is more common on PbP to be sure (someone else also mentioned PbP's anonymity coming into play; this is undoubtedly very true).
The bottom line is that, in most cases, the less structured the game, the less likely it is to continue to be a game. Posts become sporadic and disjointed, and I think for some players that can become very contagious, their attitude becoming "what's the point". The simple subconscious mindset that 'nobody is posting anyway' creeps in, so you just stop checking as often. Naturally, you value the game less and less as your involvement wanes and the story becomes less salient, which has the snowballing effect of leading you to check less frequently. You can see where this is going.
Some of you may have experienced what this feels like. Some of you, vested in the game, kept checking anyway, until you "put a fork in it." And, as many of us have seen, the game you wanted to play died off, quite frequently because of 'PbP attrition', or the other killer, 'GM Abandonment'. It doesn't have to be that way though. The GM can play a large roll in overcoming attrition by enforcing the policies and expectations of the game, and reinforcing the players' ranks when attrition occurs.
Keeping the game going is primarily on the GM. The players are important as well, as their participation makes the game more interesting, but the person who has to be most committed to the game is the GM, just like in a TT game. If you have players interested in the game, they'll keep playing, and the game can continue. And when you do have some player casualties, the best thing to do is replace them, as needed. Even if your game gets down to one player, if they are invested in the game, it can move ahead. A good GM who cares enough to do so can make that happen while waiting for other players to fill in the vacant seats at the table.
Following this approach, sooner or later a good core group should evolve, if you didn't start with one. Again, maybe you lose one occasionally, but just like in a TT game, you keep on.
As far as things that could be done within the GP site, not that I'm an expert on website development:
(1) Allow GM's to customize the posting frequency part of the game application page (e.g., 1/day Monday-Thursday or Monday-Wednesday-Friday). This provides a concrete and very salient point of reference every applicant should see as part of their application process.
(2) Create an attendance tracker of sorts for the game forum itself. Something that shows how often the players have posted in the game in (a) the last week (b) the last month. At a glance, this will allow GM's to determine who potential problems players might be, relative to the game's expectations (just like in a TT game it would be obvious who doesn't participate or show up to the game). Also, on another level, since players will know their participation is tracked in a way like this, I think it would help motivate them to participate more frequently. Peer pressure isn't always a bad thing.
Maybe the above ideas aren't feasible. But, if they could be integrated into GP, it would definitely be an improvement. GM's have more responsibility than the players, and being able to see who is actually involved at a glance would be amazing.
Last edited December 1, 2016 3:40 am