By far and away the biggest reason players drop out of a game is lack of time. So be careful of taking on more than you can chew.
Second biggest reason is player interaction - they don’t like their team-mates. One way to improve games, IMO, is to be polite to your team-mates and realise that you are affecting someone elses happiness. So chat to your team-mates, be tolerant of their style of play, be pleasant (it’s a game after all) and your team will do better and stick at the game longer. Most player unhappiness seems to come from team-mates annoying them, lack of interaction, too much interaction and the like.
These two cover 80/90% of reasons for drop outs.
Lack of enjoyment (say a player has tried Gunboat for example and decides they don’t like it, or similar), lack of money, energy, jaded, unhappiness with GMs/policies, unhappiness with lack of variety, burnout etc are the other 10-20%.
IMO - the web and email based interaction means that players are now aware when a game is difficult to win or “impossible” and stop playing. (Impossible, clearly there are exceptions, the entire team developing malaria etc, I don’t count that as they are exceptions and we’re dealing with generalities). Replacing players makes a game last longer IMO. Based on 12 years of running games, I see games where replacements are made, and ones where they are not and the games with replacements last longer (generally). Picking a Grudge team with allies you trust I’d strongly recommend for enjoyment and longevity. Gunboat also lasts longer - why?
Paying up front for turns - it’s a possibility but players aren’t too happy with that. The suggestion of 10 turns get 2 free turns - that’s 20% off our income!!! PRS - don’t agree that has any substantial impact. The rate of games setting up, drop outs and turns run per game has stayed pretty stable for a long time (pre-PRS times).
One thing we’re looking at is creation of new modules and re-development of the 1000 Set-up concept. That, to me seems to be the way forward to appeal to the jaded out there, develop the “wow” factor for those that want it, and develop the game with new additions. Clearly they won’t please everyone but it’s upto you guys to play in the games you like.
Clint