I'm about to advertise for a game I want to run for Roll20. What should my tolerance level for flakes (people who don't show up) be? Should I kick people on the first game they miss without notification? Or should I give them two or three more chances?
Say you get ten players interested in joining. Of those ten, five will flake, two have never played a tabletop game in their life, two will flake after the first session, and one will insist on having a character who learned the exquisite art of the samurai sword.
>one will insist on having a character who learned the exquisite art of the samurai sword.
In a game about animal adventures. (Non "furry")
I would love to visit this mirror setting to my own you describe but I'd have to learn some Savage Worlds
You're in luck. The free test drive rules cover all the basics you need to know:
The rulebook that you pay for has some additional stuff to cover some wider options, but the core rules are exactly the same.
If they miss the first (most important) session that means they don't respect your time enough to even bother to show up. Drop them if they miss one of the first few sessions. If it's the third or fourth session and they miss it give them a warning before booting them. Boot them anyways if they don't give a viable reason why they missed a session.
Could be worse, you could get one of those guys who constantly message you, and leave you with 50 messages in your inbox with their ideas for the game, and constantly bugging you when the next session is... despite only 3 people showing up; most of them messaging you because they can't stand this guy.
My policy for first-timers is one lateness. Two if the person warns me 2-3 days in advance.
For the long-time players (since all my TTRPGs are done via Roll20), I give them up to 4 weeks. At which point I assume they died.
Organizing a game for online play is a bitch. Even if you restricted it to your time zone, you're still going to get some scheduling issues. I run a game with friends I've already known and it's still difficult to get a session with everyone in it.
Some things I've figured out:
>Have a "tutorial" bit at the beginning
Instead of starting them at the actual location for the campaign, start with them traveling to it, or have a town on the way where they can do some quests. That gives people time to flake out before the game gets really going so those inevitable people who flake after the first session won't disrupt the game by doing so, and gives you a chance to get a feel for the group and get the start-of-game silliness out of the way before shit gets real.
>Set the game around a central "HQ"
Whether it be a town, camp, or other such settlement, have a central location for your game. That way, if someone's gone for the session, you don't have to NPC them or do any other sort of gymnastics to avoid leaving them behind.
>Message everyone 2-4 days before
Not a week early, not 24 hours prior, but just a few days. This way they don't forget and plan something important over it or forget to mention that they won't be available that day.
>Take on some extra players
Since you know you're going to have people missing sometimes, you don't want to have to cancel the session every time a single person is missing. Accept an extra player or two so that if you've got one or two players who can't make a session, you can still play.
>What should my tolerance level for flakes (people who don't show up) be?
>"Sorry, I can't make next session, stuff came up."
>Apply three strike rule
>"Sorry I missed last session, stuff came up."
>Apply one strike rule
>Zero communication about whether he attends or not
But really, as >>45239092 said, you pretty much always have to overshoot for your players, because even with the most thorough vetting process, flakes are everywhere.
>who learned the exquisite art of the samurai sword.
>In a game about animal adventures.
Oh, you're one of those autists who think shit like Bugs Bunny is furry, aren't you?
I mean if you're going to take the stance that people sexualizing what isn't sexual irrecoverably ruins that thing, then you're not going to like basically anything.
Hey /tg/, I know some people who are trying to get into D&D and they're really bitching about the cost of assets on Roll20. Aside from making their own, are there any tips for making decent-looking maps to play on?
Ask them to apply in a certain way and to write a few lines about themselves.
Weeds out retards right away, but beware of autists. You may judge people based on their profile picture if you want to be sure.
My general policy is "if you tell me in advance and it's not you just going 'I dun wanna', I will probably give you some slack if it doesn't become a habit. Otherwise, you're getting the boot very swiftly."