As I get older, and it gets harder to coordinate time to game, I find myself spending more time doing some things which save a lot of time in the long run, but are things I would never have thought about when I was younger and less experienced at seeing how campaigns work, or don’t work.
First off, I like a lot of different kinds of games and a few different kinds of genres. So, what I’m in the mood for changes every few months. When I get an idea in my head, I now start here with these factors:
Feasibility
How much time does this game require to get a good play cycle from it? One session? 10? What will I need to run it? A map & minis? Tokens? Etc. Most of my players are split up around the country, so we play online, and the electronic versions of some of these things is a giant pain the ass, especially since we may be on all kinds of platforms or working from secondary computers or devices. My in-person games tend to be pick-up games or on short notice, which also precludes many games.
These issues determine whether it’s even reasonable to suggest some games or not, knowing who I have available and our time/logistics constraints. I think about all this even before I pitch a game.
Teaching
What do I need the players to know to play the game? Can I make a 1-2 page summary of the most important rules and best practices? Do they need to read pages upon pages of setting? (alternatively, do I need to find a way to focus whatever setting/background they may have in their heads to a common vision, especially if it’s something like a movie/comic/book series that has multiple interpretations?)
How long will all of this take? Are the players into this level of detail, or tracking? How much can I teach in play? How much is the gameplay experience negatively impacted if you don’t know the rules well?
This is actually the first level of “prep” I do – I look at making quicksheets of rules and setting, each being a page (front and back) at most. This not only works for teaching the players, but also helps me have my reference materials and brush up on rules I may not have seen for years.
This also tends to be the point when I maybe junk some ideas because I realize the logistics of play is much higher than what I remember.
Buy-In
Assuming I clear those two hurdles, then it’s about a pitch to the players. If I don’t have an enthusiastic push, I junk it as well, now.
For me, pitches are easier face to face – you can flip open a book, share related material, and communication is quick. You can read body language easier and everyone can get into a flow of conversation that makes it easier to pick out what kinds of games are going to work for everyone.
The enthusiasm level has to be much higher for online play. The overall communication process is slower, and when you play online, you are competing every moment of play with the players’ focus against emails, chat windows, cat videos, etc., and it becomes easy to lose your momentum. (this is also why I try to keep sessions online short).
I’ve seen and been part of too many “Well I guess I’ll play…” campaigns and they just kind of hobble along, and nothing particularly great comes out of them. It’s a lot of effort for so-so enjoyment.
And then I finally prepare…
If I can clear those hurdles THEN I finally start thinking about what I need to prep in terms of stats, notes, etc. It seems like a lot of work, but it ends up saving me a lot of time and headache these days.