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Player Issues and Quitting Players

Zombiekat89

First Post
I recently had a player cause such a stressful stir with his "I'm going to leave unless things change." I finally kicked him from my group. Unable to constantly deal with his demands.

Now I am in the middle of a dungeon and my players are about to meet the final chamber. I have one player who isn't coming on game day I had planned to take over what do I do now this separate player is gone. I don't want to screw my group but I want to have a climatic challenging battle for them but I don't want to play two characters and an NPC who is with them.

Suggestions?
 

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My thinking was that postponement would be better than scaling back the finale quest or having the party limp to the conclusion. It might give you time to drum up a replacement player for that final part, even if it's a temporary fill-in.
 

You delay the finale.
But you do NOT cancel the session. Or tell the players present that this is "filler".

Instead you plan some random cool unrelated thing that the players who are coming can do. Something challenging & entertaining, but not likely to kill or permenantly deplete the characters attending.

Yes, they're approaching the final chamber. They can see it. Heck, maybe they can even see the final boss or the Mcguffin or whatever. Maybe initiative has even been rolled....
And right before they cross the threshold? A beam of golden light sweeps through hallway/chamber (Dex Save, DC = 1 higher than anyone present can make (though you don't tell them that)), or there's a mighty horn blast, etc and only the PCs actually being played are shunted into some situation.

For example; Somebody, somewhere, sounds a Horn of Valhalla. Yes, the book says it summons bezerkers.
But you're the DM. You could just as easily have it snag a few PCs, whatever their class. :)
And they appear with an unnatural bloodlust & the urge to attack/kill the horn blower. (oops, the horn wasn't matched with the guys class/lv. :()
The thing is now thy're stuck somewhere with no idea where/how for a while. And no way back save your whim. When the time limit runs out (IE the next time the full group can play) the characters are returned to the point where they were plucked from. "We now return you to your regularly scheduled finale...."

This general idea can also work via;
*Somebody monkeying with a Cubic Gate - they open a portal that just happens to be smack in front of the present players PCs. And closes over them in the blink of an eye.
* Q from Star Trek: The Next Generation. Q is a nearly omnipotent being, concerned only with his own whims. He's not at all fussed about the fact that these PCs were in the middle of something. Amuse Q & he'll send you home. Until then....

You can use this as a plausible way to dispose of the character from the player who quit. Catch him in the effect, not the normal NPC, play him as an NPC, and when the group gets sent home he's left stuck on the other side. (maybe Q took a liking to having him around or something)
And, if the player does rejoin, the character can return just as easily as he left with whatever extra lvs etc seem oppropriate.
Or if the player is gone for good? Then you've got a great future villain! "Remember me? You guys left me behind in/with _______. Now that I'm finally free....."
 

Well aside what CCS suggested you could simply go forth collecting the GM disbanded Players Character Sheet to GM play until the GM simply 'Axing' them before the big finale via a simple unforeseen trap or if the campaign is dungeon or a labyrinth cave system simply 'Axe' the non-attendee PC with a cave in
 


When I don't want to cancel the session but I don't have enough players to feel comfortable running the main plotline, I often run sidequests, which could be flashbacks to small adventures with continuity with the main game, of unspecified and uncertain continuity or even clearly out of continuity. The latter allows bringing back dead PCs and NPCs for cameo appearances in flashback, "What if..." and alternate world scenarios.

So long as the players are willing to cooperate these can work out quite well.

Also it's an opportunity to focus on the personal plots of individual characters, where there may not be time for this in the main game.
 

I would agree, putting some sort of sidequest in seems the optimal solution. It doesn’t even necessarily have to be a sidequest. You could put one last, unexpected obstacle in their way before the final adventure. Maybe there’s a forcefield or something that they need to take down first, or an ally is suddenly in danger from the BBEG’s forces.

Also, congrats on finally kicking the problem player to the curb. It’s all too easy to tolerate bad behavior for the sake of the game or friendship (something I know I'm certainly guilty of from time to time).
 


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