I've come to the conclusion that [u]everyone eventually drops a roleplay if it takes too long[/u], though I have completed numerous roleplays myself, this is still a motto I have - everyone else drops, eventually. The reason being that roleplays that take a long time to reach a finale, usually will be [u]interupted by real life circumstances[/u]. Be it truth or not, I know for myself that even I will be interupted by either IRL or OOC obstacles. The way that I solve this though is to [u]make 1 x 1 roleplays last for a good but short period of time,[/u] they last for a month usually and I've completed plenty and made alot of friends this way. It is short enough that most will stick it through and of course, I have to be skillful at [u]pacing the plot quickly so[/u] that things are never stagnant. This, in my opinion, is a recipe for success. Of course, [u]in group roleplays, there are more factors[/u]. It is mostly 'Don'ts' than 'Dos'. Like my most recent roleplay that I left 3 days ago, there was so much [u]background politics that any bystander not involved in the asskissing that goes on behind the scenes would be like 'WTF is this shit? How did that even go through?'[/u]. So hidden groups are a surefire way to get the good roleplayers to leave and drop roleplays like a hot potato (because skilled writers rely on their writing, not pandering and are seeking good stories, not minions). [u]So I think most who have this problem of being left in the dust could be lousy roleplayers OR [color=00aeef]they just need to pace their stories a little bit more[/color][/u], I prefer to think the latter since I don't really judge till I actually see.