Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Attendence Problems.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="StalkingBlue" data-source="post: 498713" data-attributes="member: 645"><p>There's two way to deal with this: find players who appreciate your GMing qualities and turn up for your games; or change your style and run adventures that are loosely connected, if at all. </p><p></p><p>You may actually end up with two groups, like me. </p><p></p><p>In addition to the game I run at home, complete with plot lines, recurring characters, personal character goals and all that, I play/GM in one group where player attendance varies widely. This game is at a club house and on an average night, about half a dozen games in different game systems are being played. </p><p></p><p>The D&D group at that club has three core members, myself and two others, who take turnns GMing, plus five or six others who join occasionally, depending on what other games are on that night. Sometimes people bring guests. Most players have several characters going at different levels, so they'll be able to join even if the other PCs that night are all only second level and their favourite wizard/fire elementalist is 10th going for 11th level. </p><p></p><p>In these circumstances, there's not a chance in hell you can run any involved game, much less one with slowly unfolding plot lines and deep character development. </p><p>So what we do is run short adventures that will be completed within two or three sessions. (One GM uses Dungeon modules a lot.) If most of the PCs change in mid-adventure, fine. As long as one of the original group remains, we regard the adventure as intact. Naturally, things may get a little tougher if the group changes and shrinks as they approach The Big Showdown ... but that's life. </p><p>I will accomodate for varying player attendance to prevent an automatic TPK, but not much more. </p><p></p><p>I was pretty sceptical at first (and still prefer my home game - how couldn't I?), but actually I find that club game very relaxing - tons of fun, plus great for cutting back your ego as a GM. I'd almost forgotten that you don't need to be a world-class plot designer to run a perfectly enjoyable game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p>Let us know what you decide on and how things work out!</p></blockquote><p></p>
[QUOTE="StalkingBlue, post: 498713, member: 645"] There's two way to deal with this: find players who appreciate your GMing qualities and turn up for your games; or change your style and run adventures that are loosely connected, if at all. You may actually end up with two groups, like me. In addition to the game I run at home, complete with plot lines, recurring characters, personal character goals and all that, I play/GM in one group where player attendance varies widely. This game is at a club house and on an average night, about half a dozen games in different game systems are being played. The D&D group at that club has three core members, myself and two others, who take turnns GMing, plus five or six others who join occasionally, depending on what other games are on that night. Sometimes people bring guests. Most players have several characters going at different levels, so they'll be able to join even if the other PCs that night are all only second level and their favourite wizard/fire elementalist is 10th going for 11th level. In these circumstances, there's not a chance in hell you can run any involved game, much less one with slowly unfolding plot lines and deep character development. So what we do is run short adventures that will be completed within two or three sessions. (One GM uses Dungeon modules a lot.) If most of the PCs change in mid-adventure, fine. As long as one of the original group remains, we regard the adventure as intact. Naturally, things may get a little tougher if the group changes and shrinks as they approach The Big Showdown ... but that's life. I will accomodate for varying player attendance to prevent an automatic TPK, but not much more. I was pretty sceptical at first (and still prefer my home game - how couldn't I?), but actually I find that club game very relaxing - tons of fun, plus great for cutting back your ego as a GM. I'd almost forgotten that you don't need to be a world-class plot designer to run a perfectly enjoyable game. :) Let us know what you decide on and how things work out! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Attendence Problems.
Top