@Tez said in Player Ratios:
I’ve also considered the angle of giving people tokens for running story which they can cash in for Insert Incentive Here. I’ve toyed with the idea of the incentive being staff attention, but I very, very, very much want to kill the idea that staff attention is better than player attention.
I’ve tried this, and a surprising thing happened: the people who ran stuff almost never asked for their tokens (I was using FS3 luck, which had a pretty wide variety of benefits you could spend it on). Not //never// asked, but it was far more rare than you’d think.
I don’t think that’s really what motivates people to run stories, honestly. I still like it as a way to offer something to people who do, but I don’t think anyone ever said ‘I’m gonna run a thing to earn me some luck’. I think the actual rewards are things like seeing their friends have fun, making a real impact in people’s stories, seeing the stuff they do matter.
I think the most effective thing in getting people to run things lies in two things: making it easy and making it matter.
Making it easy is NOT about ‘do whatever you want.’ In fact, I think that often makes it harder, because people are uncertain about what’s feasible. It’s more about building support.
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Have different levels of ‘running things’ available. GMs have to walk before they can fly - even experienced GMs need to practice with the basics of a new system. Have a way to run basic, repetitive encounters that add spice to RP, the sort that require almost no rules or guidelines beyond using the system. If you do ‘plot in a box’ type things, make sure some of them are really basic ‘smash x’ or whatever your theme’s equivalent is. Something you can run in a single evening.
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Build a community where people are polite and supportive of GMs even when they kind of suck. At least in public. No groaning about dice, everyone says thank you, and if you’re frustrated or annoyed, do it in private. Make it safe to try stuff.
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Have different types of running things available. Some people will never run combat, but they do a killer party or make up really cool holiday traditions.
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Support people doing bigger stories. When they want to run one, get them on a private channel with STs, or a go-to ST, so they can ask questions. Be proactive about talking through their plan. Tell them it sounds great but they might need an extra day for everything they have planned, or did they think about involving NPC X because that might be a cool tie-in to meta plot. Be a partner. It’s still less work than running something yourself, and next time they’ll need LESS help.
Making it matter is mostly about taking the stuff they do into account - but the last bullet about being a partner to player-GMs can help a lot, too. Honest to god, sometimes we were able to straight up let players GM a thing we were struggling to find time to do, because we could slide certain things so easily into their plans and they were usually pretty excited (I think!) to be allowed to do it. BY ALL MEANS run that scouting scene we know we need but don’t have the spoons to run. SURE, pass on this useful info! ABSOLUTELY make up a town and let it get destroyed by the enemies we want to feel scary.
I don’t have great concrete thoughts about ratio of STs to players because I think that has a lot of variables about activity and game type and and and, but I apparently have many thoughts on building a game where people GM stuff.