this post was submitted on 03 Jul 2025
18 points (90.9% liked)
rpg
3966 readers
15 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
I am new to running a group but generally i've picked up a couple things:
I think a key part of this is not giving key items to guest role characters.
Respectfully, the "just schedule it when people are good" is the quickest way to a game dissolving because no one's times work for anyone else. If it's managed to work for you, incredible, you are very lucky, but that's such bad general group advice. The key to groups staying together long term is picking a day and being consistent with it.
I think that specific piece is going to vary from group to group for sure. My group is all pretty inexperienced with rpgs and not taking it very seriously, so that might be part of why we can go on a looser schedule. We don't have tons of details to hold together, at least not yet.