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GM'ing and retention


styopa

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Not particularly RQG but relevant to any GM in any game in which you want to have an ongoing campaign.

Ralph Koster (a relatively-cerebral MMO designer with some credentials) writes about what drives retention: in his case, it's specifically about MMOs and monetization (because retention = monetization in that space), *BUT* his points are broadly applicable to everything from the nuts and bolts of game design to the way GM's run their games.  It's not a long read. 

https://www.raphkoster.com/2019/01/30/what-drives-retention/

For example, one point he discusses that RPGs have long since recognized in their progression systems.  The community bit is something tabletop RPGs haven't really succeeded at, lacking a monoculture for delivery of game mechanics and homogeneity across the ecosystem ... BUT TSR and even now WotC has tried to run at it with their RPGA and Adventurer's League, respectively:

 

Quote

 

Persistent profile investment

Pro: A familiar approach that is easy to implement, usually via RPG-style mechanics. Even piling likes into a profile counts here; it’s basically about having a persistent profile that accrues over time. Leaving would mean the loss of the accrued value, and more importantly, the standing in a community.

Con: Works best if there’s a community to display the profile to, which you then have to build and run. Also, you tend to add new content at the top, which can alienate new players, gradually over time, via a host of mechanics ranging from mudflation to game overcomplexity. Lastly, real community prominence is more valuable than the level number proxy you give it; if the player can move to another setting and retain that prominence, this may not serve as a retaining anchor.

 

 

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