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	<title>Comments on: The 4 Ways to Choose Your Next Game</title>
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	<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-767</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Fri, 18 Nov 2005 15:04:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-767</guid>
		<description>(mcv) &lt;i&gt;It’s hard to predict what works, so I just focus on a single adventure, and if it works, I can always turn it into a big campaign later on.&lt;/i&gt;

This is a good point, and I agree. I covered some of this ground in &lt;a href=&quot;http://treasuretables.org/2005/08/start-small&quot; rel=&quot;nofollow&quot;&gt;Start Small&lt;/a&gt;, which is good advice for exactly the reasons that you mentioned. :)</description>
		<content:encoded><![CDATA[<p>(mcv) <i>It’s hard to predict what works, so I just focus on a single adventure, and if it works, I can always turn it into a big campaign later on.</i></p>
<p>This is a good point, and I agree. I covered some of this ground in <a href="http://treasuretables.org/2005/08/start-small" rel="nofollow">Start Small</a>, which is good advice for exactly the reasons that you mentioned. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: mcv</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-765</link>
		<dc:creator>mcv</dc:creator>
		<pubDate>Fri, 18 Nov 2005 12:56:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-765</guid>
		<description>Martin wrote: &lt;i&gt;I think this one would drive me nuts as a GM, because of the level of investment I like to have in what I’m running.&lt;/i&gt;

My experience is that pinning a new campaign down before it starts rarely works. Either the players don&#039;t like it, or it just doesn&#039;t quite work out the way you planned, or some much better idea comes along. I&#039;ve had really big, epic campaigns not survive their second session, and simple, loose, one-time adventures turn into an entire campaign. It&#039;s hard to predict what works, so I just focus on a single adventure, and if it works, I can always turn it into a big campaign later on.

That said, I do have a couple of ideas for a big Traveller campaign and a big CoC campaign, but if I ever do get around to starting those campaigns, I&#039;m gonna make damn sure I&#039;m gonna focus on just the first adventure at first, and make that fun. Don&#039;t plan too far ahead; high expectations are just an invitation to disappointment. IME, ofcourse.</description>
		<content:encoded><![CDATA[<p>Martin wrote: <i>I think this one would drive me nuts as a GM, because of the level of investment I like to have in what I’m running.</i></p>
<p>My experience is that pinning a new campaign down before it starts rarely works. Either the players don&#8217;t like it, or it just doesn&#8217;t quite work out the way you planned, or some much better idea comes along. I&#8217;ve had really big, epic campaigns not survive their second session, and simple, loose, one-time adventures turn into an entire campaign. It&#8217;s hard to predict what works, so I just focus on a single adventure, and if it works, I can always turn it into a big campaign later on.</p>
<p>That said, I do have a couple of ideas for a big Traveller campaign and a big CoC campaign, but if I ever do get around to starting those campaigns, I&#8217;m gonna make damn sure I&#8217;m gonna focus on just the first adventure at first, and make that fun. Don&#8217;t plan too far ahead; high expectations are just an invitation to disappointment. IME, ofcourse.</p>
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		<title>By: Frank</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-739</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Tue, 15 Nov 2005 23:11:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-739</guid>
		<description>I have tried the throw the mud on the wall and see if it sticks. Such a tryout led to one of my longer running college campaigns. I had picked up Fantasy Hero over the summer, and tried it out with my old group the first Friday evening back at college (as a break from my Cold Iron gaming). We had also got an add into the first college paper of the year for a Saturday meeting. I showed up Saturday with Fantasy Hero still in my backpack. About 30 people showed up for the meeting (like more people than we had ever HAD in the club before). There was some general mayhem, and then people started announcing campaigns they could run. I said I had Fantasy Hero ready to go and we could start creating characters that day (I was the ONLY one ready to actually play). Before long, we were sharing the book between like six folks. I forget if we actually had time to run, but the next weekend, we definitely ran (and had picked up some more players). Within a few weeks, we were up to 12 players, with at least 10 showing up every time.

Eventually I discovered Fantasy Hero really didn&#039;t work well, and it took a long time to run battles. So we converted the characters to Cold Iron. That didn&#039;t work out either (not hard core gamist players), so we converted the game to D&amp;D.

I used to really like trying out new systems. I still would like to do so, but it&#039;s hard to get enough players together to try things out (that worked best in college when we played Friday night, Saturday all day, and any other time we could get a few people together [there was almost always a couple gamers hanging out upstairs in the student union]).

Frank</description>
		<content:encoded><![CDATA[<p>I have tried the throw the mud on the wall and see if it sticks. Such a tryout led to one of my longer running college campaigns. I had picked up Fantasy Hero over the summer, and tried it out with my old group the first Friday evening back at college (as a break from my Cold Iron gaming). We had also got an add into the first college paper of the year for a Saturday meeting. I showed up Saturday with Fantasy Hero still in my backpack. About 30 people showed up for the meeting (like more people than we had ever HAD in the club before). There was some general mayhem, and then people started announcing campaigns they could run. I said I had Fantasy Hero ready to go and we could start creating characters that day (I was the ONLY one ready to actually play). Before long, we were sharing the book between like six folks. I forget if we actually had time to run, but the next weekend, we definitely ran (and had picked up some more players). Within a few weeks, we were up to 12 players, with at least 10 showing up every time.</p>
<p>Eventually I discovered Fantasy Hero really didn&#8217;t work well, and it took a long time to run battles. So we converted the characters to Cold Iron. That didn&#8217;t work out either (not hard core gamist players), so we converted the game to D&amp;D.</p>
<p>I used to really like trying out new systems. I still would like to do so, but it&#8217;s hard to get enough players together to try things out (that worked best in college when we played Friday night, Saturday all day, and any other time we could get a few people together [there was almost always a couple gamers hanging out upstairs in the student union]).</p>
<p>Frank</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-735</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Tue, 15 Nov 2005 20:19:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-735</guid>
		<description>(Daneic) &lt;i&gt;I ususally like to make a new world instead of using the worlds presented in the different rules-sets and therefore I decide the world. When it comes to the rules though, I mostly use #3...&lt;/i&gt;

I&#039;ve never run into this approach before, Daneic, although I agree that it sounds like a mix of #1 and #2. The closest I&#039;ve come is in our recent round of &quot;What game are we going to play?&quot; when there was some general interest in a WWII game, but not in any of the systems that tend to be attached to WWII games. ;)

(mcv) &lt;i&gt;Our approach is to just try several things and see what sticks.&lt;/i&gt;

I think this one would drive me nuts as a GM, because of the level of investment I like to have in what I&#039;m running. It&#039;s an interesting take on the process though -- I&#039;m glad it works for you. :)</description>
		<content:encoded><![CDATA[<p>(Daneic) <i>I ususally like to make a new world instead of using the worlds presented in the different rules-sets and therefore I decide the world. When it comes to the rules though, I mostly use #3&#8230;</i></p>
<p>I&#8217;ve never run into this approach before, Daneic, although I agree that it sounds like a mix of #1 and #2. The closest I&#8217;ve come is in our recent round of &#8220;What game are we going to play?&#8221; when there was some general interest in a WWII game, but not in any of the systems that tend to be attached to WWII games. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>(mcv) <i>Our approach is to just try several things and see what sticks.</i></p>
<p>I think this one would drive me nuts as a GM, because of the level of investment I like to have in what I&#8217;m running. It&#8217;s an interesting take on the process though &#8212; I&#8217;m glad it works for you. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: mcv</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-726</link>
		<dc:creator>mcv</dc:creator>
		<pubDate>Tue, 15 Nov 2005 16:06:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-726</guid>
		<description>Our approach is to just try several things and see what sticks. At the moment, the group is enjoying a loose framework for a couple of simple, mostly improvised adventures to much that they want to continue with it. The same happened to a very low-key Shadowrun thingy with prefab characters GMed by another guy, but he doesn&#039;t have a lot of time to GM these days.

Some other campaigns I tried didn&#039;t make it. So generally, it starts out as #1 and then turns into #2 where it catches on with the group or not, although some suggestions were shot down because we have way too many campaigns running already.

I actually want to GM or play in a Traveller campaign, or perhaps do a bit of Call of Cthulhu, but my group doesn&#039;t want to.</description>
		<content:encoded><![CDATA[<p>Our approach is to just try several things and see what sticks. At the moment, the group is enjoying a loose framework for a couple of simple, mostly improvised adventures to much that they want to continue with it. The same happened to a very low-key Shadowrun thingy with prefab characters GMed by another guy, but he doesn&#8217;t have a lot of time to GM these days.</p>
<p>Some other campaigns I tried didn&#8217;t make it. So generally, it starts out as #1 and then turns into #2 where it catches on with the group or not, although some suggestions were shot down because we have way too many campaigns running already.</p>
<p>I actually want to GM or play in a Traveller campaign, or perhaps do a bit of Call of Cthulhu, but my group doesn&#8217;t want to.</p>
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		<title>By: Daneic</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-685</link>
		<dc:creator>Daneic</dc:creator>
		<pubDate>Sun, 13 Nov 2005 09:24:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-685</guid>
		<description>I ususally like to make a new world instead of using the worlds presented in the different rules-sets and therefore I decide the world. When it comes to the rules though, I mostly use #3, letting the players choose what rules they want to play with, be it D10 (ala vampire), D20, Warhammer RPG rules etc.

Depending on the group I play, the players sometimes throws the question back to me and I must choose the rule-set as well.</description>
		<content:encoded><![CDATA[<p>I ususally like to make a new world instead of using the worlds presented in the different rules-sets and therefore I decide the world. When it comes to the rules though, I mostly use #3, letting the players choose what rules they want to play with, be it D10 (ala vampire), D20, Warhammer RPG rules etc.</p>
<p>Depending on the group I play, the players sometimes throws the question back to me and I must choose the rule-set as well.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-670</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Thu, 10 Nov 2005 13:42:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-670</guid>
		<description>(Avarri) &lt;i&gt;There is a 5th way. Random. List the games you want to play. Assign each one a number, and roll for it.&lt;/i&gt;

This sounds like a fun variation on #3, a bit more structured than the &quot;throw darts&quot; approach I mentioned after the list. It looks like you picked broadly similar games, which probably helped lead to a positive outcome -- I&#039;m assuming your group enjoys d20, and therefore would be up for most d20 games.

What kind of games are getting floated for the next roll?</description>
		<content:encoded><![CDATA[<p>(Avarri) <i>There is a 5th way. Random. List the games you want to play. Assign each one a number, and roll for it.</i></p>
<p>This sounds like a fun variation on #3, a bit more structured than the &#8220;throw darts&#8221; approach I mentioned after the list. It looks like you picked broadly similar games, which probably helped lead to a positive outcome &#8212; I&#8217;m assuming your group enjoys d20, and therefore would be up for most d20 games.</p>
<p>What kind of games are getting floated for the next roll?</p>
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		<title>By: Avarri</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-668</link>
		<dc:creator>Avarri</dc:creator>
		<pubDate>Thu, 10 Nov 2005 13:09:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-668</guid>
		<description>There is a 5th way.  Random.  List the games you want to play.  Assign each one a number, and roll for it.  We did this once.  1. D&amp;D 2. Star Wars 3. Heroes 4. D20 Modern.  We&#039;ve been playing Star Wars for over a year.  It&#039;s worked out pretty well.  We will probably wrap up the campaign in December, and everyone is talking about rolling again (although we may replace Star Wars with Iron Heros or something).</description>
		<content:encoded><![CDATA[<p>There is a 5th way.  Random.  List the games you want to play.  Assign each one a number, and roll for it.  We did this once.  1. D&amp;D 2. Star Wars 3. Heroes 4. D20 Modern.  We&#8217;ve been playing Star Wars for over a year.  It&#8217;s worked out pretty well.  We will probably wrap up the campaign in December, and everyone is talking about rolling again (although we may replace Star Wars with Iron Heros or something).</p>
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		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-666</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Thu, 10 Nov 2005 04:49:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-666</guid>
		<description>I was once a GM by Default, but not with the current group.  Oh, I admit that I wouldn&#039;t mind playing occasionally, but that is primarily for DM reasons.  (I think my biggest flaws as a DM probably stem from not being a player enough.)  We do have one guy in our group willing to run an occasional one-shot or even &quot;guest DM&quot; spot in the current campaign.

Heh, I pretty much covered almost all the things you mentioned in that article.  Started in &#039;81 as a teen, was DM because I had the books and the inclination.  And I did get to play some in college, though even then I was mostly the DM.  After the first 8 years or so, however, I had reached a point where I really was *far* better as a DM than I was as a player.

I have a couple of players that will probably never DM because they have never played for anyone but me (and recently the guy in our group I mentioned above).  They started with me about the time I really hit my stride.  And they are working on, hmm, 18 years with me now.  They&#039;d try too hard to DM as I do, not realizing how much I struggled at first, and never develop their own style.

To bring it back on topic, I think that&#039;s why we really don&#039;t have much trouble getting the #2 and #3 effects, even when we don&#039;t overtly set up the campaign those ways.  Heck, there&#039;s usually a pretty solid second choice from the last time we decided, that may still look fun.</description>
		<content:encoded><![CDATA[<p>I was once a GM by Default, but not with the current group.  Oh, I admit that I wouldn&#8217;t mind playing occasionally, but that is primarily for DM reasons.  (I think my biggest flaws as a DM probably stem from not being a player enough.)  We do have one guy in our group willing to run an occasional one-shot or even &#8220;guest DM&#8221; spot in the current campaign.</p>
<p>Heh, I pretty much covered almost all the things you mentioned in that article.  Started in &#8217;81 as a teen, was DM because I had the books and the inclination.  And I did get to play some in college, though even then I was mostly the DM.  After the first 8 years or so, however, I had reached a point where I really was *far* better as a DM than I was as a player.</p>
<p>I have a couple of players that will probably never DM because they have never played for anyone but me (and recently the guy in our group I mentioned above).  They started with me about the time I really hit my stride.  And they are working on, hmm, 18 years with me now.  They&#8217;d try too hard to DM as I do, not realizing how much I struggled at first, and never develop their own style.</p>
<p>To bring it back on topic, I think that&#8217;s why we really don&#8217;t have much trouble getting the #2 and #3 effects, even when we don&#8217;t overtly set up the campaign those ways.  Heck, there&#8217;s usually a pretty solid second choice from the last time we decided, that may still look fun.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-665</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Thu, 10 Nov 2005 04:18:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-665</guid>
		<description>(CJ) &lt;i&gt;My players are shy because most of them have spent most or even all of their gaming time with me as DM. It would be better for them and me if some of them tried to DM a bit, but it ain’t gonna happen.&lt;/i&gt;

This sounds like a classic case of &lt;a href=&quot;http://treasuretables.org/2005/07/gm-by-default&quot; rel=&quot;nofollow&quot;&gt;GM by Default&lt;/a&gt; -- not necessarily a bad thing (I&#039;ve certainly been there!), but I agree that your players would probably benefit by broadening their horizons a bit.</description>
		<content:encoded><![CDATA[<p>(CJ) <i>My players are shy because most of them have spent most or even all of their gaming time with me as DM. It would be better for them and me if some of them tried to DM a bit, but it ain’t gonna happen.</i></p>
<p>This sounds like a classic case of <a href="http://treasuretables.org/2005/07/gm-by-default" rel="nofollow">GM by Default</a> &#8212; not necessarily a bad thing (I&#8217;ve certainly been there!), but I agree that your players would probably benefit by broadening their horizons a bit.</p>
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		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-664</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Thu, 10 Nov 2005 03:04:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-664</guid>
		<description>My players are shy because most of them have spent most or even all of their gaming time with me as DM.  It would be better for them and me if some of them tried to DM a bit, but it ain&#039;t gonna happen. :)  So any kind of situation that suggests they are being put in the &quot;DM chair&quot;, like the overall direction of the main campaign, tends to make them clam up.  

OTOH, they have always been willing to come up with all kinds of interesting and wild ideas in the context of characters (theirs, others, or even hypothetical).  In fact, collectively, I&#039;d say that my players exercise just about every DM skill, short of basic adventure prep.  They just don&#039;t think about it that way.  So I can get a lot of good information from them about what they want to do as long as I&#039;m careful how I ask. :D

Two or maybe three of my players aren&#039;t as like this as the others.  However, even they are reticent because of the overall tone of the group.

I don&#039;t adjust foes or adventures because of imaginative guess work by the players--either correct or not.  (I will adjust to make things more exciting.)  I *do* note any imaginative guess work, keep a list, and try to work it into later adventures or even campaigns.</description>
		<content:encoded><![CDATA[<p>My players are shy because most of them have spent most or even all of their gaming time with me as DM.  It would be better for them and me if some of them tried to DM a bit, but it ain&#8217;t gonna happen. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   So any kind of situation that suggests they are being put in the &#8220;DM chair&#8221;, like the overall direction of the main campaign, tends to make them clam up.  </p>
<p>OTOH, they have always been willing to come up with all kinds of interesting and wild ideas in the context of characters (theirs, others, or even hypothetical).  In fact, collectively, I&#8217;d say that my players exercise just about every DM skill, short of basic adventure prep.  They just don&#8217;t think about it that way.  So I can get a lot of good information from them about what they want to do as long as I&#8217;m careful how I ask. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Two or maybe three of my players aren&#8217;t as like this as the others.  However, even they are reticent because of the overall tone of the group.</p>
<p>I don&#8217;t adjust foes or adventures because of imaginative guess work by the players&#8211;either correct or not.  (I will adjust to make things more exciting.)  I *do* note any imaginative guess work, keep a list, and try to work it into later adventures or even campaigns.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/11/the-4-ways-to-choose-your-next-game/comment-page-1#comment-663</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Thu, 10 Nov 2005 02:06:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=106#comment-663</guid>
		<description>(CJ) &lt;i&gt;BTW, I pick up most player suggestions from comments in previous campaigns, since my players are shy about such things.&lt;/i&gt;

Any idea why they&#039;re shy about this, CJ?

(Frank) &lt;i&gt;There’s an angle between #0 (forming a totally new group) and #1: Choose the game you want to run. Simultaneously invite players from your old group and make a public invitation. In some sense, this may be the most functional way to select a new game (GM is totally invested, players are totally invested).&lt;/i&gt;

That&#039;s a good way to put it, Frank. And there&#039;s definitely some wiggle room in these 4 approaches -- they&#039;re intentionally broad.

(Rudolf) &lt;i&gt;I actually think #3 is better that you present it.&lt;/i&gt;

I tried to be pretty even in my presentation, while staying accurate. Number 3 is one of my favorite approaches, and it has a lot of merit -- it&#039;s just not without downsides. ;)

(Scott) &lt;i&gt;Maybe that’s a fifth way: have GMs compete for the open slot. [It shares a lot with your Method 2– there’s just more than even a game to pick. Hurt feelings are very possible.&lt;/i&gt;

I&#039;d lump that in with #2, although choosing a GM as well as a game definitely puts a spin on it.</description>
		<content:encoded><![CDATA[<p>(CJ) <i>BTW, I pick up most player suggestions from comments in previous campaigns, since my players are shy about such things.</i></p>
<p>Any idea why they&#8217;re shy about this, CJ?</p>
<p>(Frank) <i>There’s an angle between #0 (forming a totally new group) and #1: Choose the game you want to run. Simultaneously invite players from your old group and make a public invitation. In some sense, this may be the most functional way to select a new game (GM is totally invested, players are totally invested).</i></p>
<p>That&#8217;s a good way to put it, Frank. And there&#8217;s definitely some wiggle room in these 4 approaches &#8212; they&#8217;re intentionally broad.</p>
<p>(Rudolf) <i>I actually think #3 is better that you present it.</i></p>
<p>I tried to be pretty even in my presentation, while staying accurate. Number 3 is one of my favorite approaches, and it has a lot of merit &#8212; it&#8217;s just not without downsides. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>(Scott) <i>Maybe that’s a fifth way: have GMs compete for the open slot. [It shares a lot with your Method 2– there’s just more than even a game to pick. Hurt feelings are very possible.</i></p>
<p>I&#8217;d lump that in with #2, although choosing a GM as well as a game definitely puts a spin on it.</p>
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