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Strategies for Missing Players?
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<blockquote data-quote="Grabuto138" data-source="post: 5500670" data-attributes="member: 61053"><p>If you have an experienced player in your core group you can ask the less reliable players if they would be willing to play an essentials striker or a two-weapon Ranger. Keep the powers simple and no gimics that rely on fancy tactics. It should be easy for someone to run the character.</p><p> </p><p>Consider adding some organization to the campaign that wants to help the party. Whenever an unreliable player shows up he or she's character is representing that group. You will not have to include the character in the story since they are just representing this organization. You may even encourage them to take some ownership in what role this organization is playing the the campaign.</p><p> </p><p>The party may actually consist of 6 or 7 (or more) members, but some are busy or at home guarding the castle or conducting adventures off camera that you include in the narrative but determine the outcome of. This will also allow the other players to dabble in a new class once in a while without disrupting the story. Occasionally you could even pull out a "meanwhile, back at the castle" encounter that forces the players to use the B Team. Call this the Final Fantasy strategy.</p><p> </p><p>I would not have the party level at different speeds. It just isn't much fun for anyone, including the DM who has to plan encounters. If you really feel the need to be punative you should reassess the player's participation. This is a hobby and should be fun so avoid anything that seems (rightly or wrongly) passive-agressive or punishing.</p></blockquote><p></p>
[QUOTE="Grabuto138, post: 5500670, member: 61053"] If you have an experienced player in your core group you can ask the less reliable players if they would be willing to play an essentials striker or a two-weapon Ranger. Keep the powers simple and no gimics that rely on fancy tactics. It should be easy for someone to run the character. Consider adding some organization to the campaign that wants to help the party. Whenever an unreliable player shows up he or she's character is representing that group. You will not have to include the character in the story since they are just representing this organization. You may even encourage them to take some ownership in what role this organization is playing the the campaign. The party may actually consist of 6 or 7 (or more) members, but some are busy or at home guarding the castle or conducting adventures off camera that you include in the narrative but determine the outcome of. This will also allow the other players to dabble in a new class once in a while without disrupting the story. Occasionally you could even pull out a "meanwhile, back at the castle" encounter that forces the players to use the B Team. Call this the Final Fantasy strategy. I would not have the party level at different speeds. It just isn't much fun for anyone, including the DM who has to plan encounters. If you really feel the need to be punative you should reassess the player's participation. This is a hobby and should be fun so avoid anything that seems (rightly or wrongly) passive-agressive or punishing. [/QUOTE]
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Strategies for Missing Players?
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