Houseruling absent players

Emongnome

First Post
It happens frequently (or at least seems to) that a player is going to miss a gaming session. How do you guys work that out? Personally, I let the character stay and another player play them, though there is no role-playing with them and I (as DM) make sure that the character isn't being abused. It's not a problem, but to me, it takes away from that player's fun, to some degree, having to focus on rolling for another character. Does anybody have house rules specifically for this?
 

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some house rules we use ( group of 5 players plus DM, been playing RPGs together for 6 years in varying constellations - core of 3 players and GM)

- Absentee characters are played by another player of predetermined ( in the previous session ) choice. If no choice is given, the GM determines a player randomly ( so an absentee player has a definite interest in picking a custodian player and instructing him as to his plans). The character is assumed to being played to the best of one's abilities and with the care due to own's character.

- Abusive handling of the absentee character is vetoable by the GM ( on a base of common sense, established character history, knowledge and alignment ). This includes interaction with important NPCs, monsters and general play. If a decision is vetoed, the GM will also tell the absentee player just what specific action was attempted, and why he vetoed it. The GM may assume command of the absentee character for the scene - especially if the character is repeatedly played contrary to his own interests or his established characters. The character will NOT contemplate heroic sacrifices, XP-loss etc unless previously stated by the player - in writing ( e.g. "I will lay down my life to protect the princess"... ) !

- The character is not eligible for loot, allocation of funds gained etc. any knowledge theoretically gained by the character is passive, - e.g. the player must find out what happened in his absence, what was learned by his character or who was tricked etc. on his own power, or at the mercy of the other players ( this both helps group internal roleplaying, and keeping general interest in the gaming world and the campaign development high. ). Treasure and equipment gained by him is entirely by the group's decision.

- If the entire group (those present ) dies, the absentee character dies as well - even if he could "theoretically" have made an escape. This is to avoid taking the chances of dying by skipping a predicted masaacre etc. .. ( "No mercy for the absentee" - this rule actually grew from campaign experience and was proposed by the players )

- An absentee character is awarded 50% of the XP gained during the missed session (if any) at the end of the next session - depending in part on the interest shown by him in the missed session's events, finding out abbout the current proceedings etc. . This is entirely at the GM's discretion.

- Any player missing three sessions in a row - for whatever reasons (we play biweekly, so vacations are not a problem ) - is removed from the campaign by "fate" - natural or accidental death, higher powers, whatever. Missing out three times is deemed showing a deep disinterest in the campaign - sanctioned by character removal. (this rule while harsh, was determined by group consensus ). A new character, if any, is started with the XP of the previous character prior to the missed sessions minus 10%. We did this twice - one time the player got his act together and thereafter played more regularly ( he still does ), the other time the player dropped out - but he also quit roleplayeing in general due to changed interests.

Someone who knows he is gonna miss out on a couple of sessions (like a prolonged academical absence ) is given the option to "retire" the character from the group ( the GM finds a suitable "niche" in his world - possibly with the creative help of the player ) - temporarily if necessary. A character can be reactivated after such a hiatus, with 20% of the XP gained by any other characterin the meantime awarded as "off-screen" experience. We did this once, and the player was happy with it.


As for the "fun" of the other player, it usually is taken in good stride, or even appreciated, to try out some new , untried manoeuvres or ploys, plans or simply for the joy of playing something else for a limited time. In tactical combat, it does even increase the fun for some.
A player unconfortable with making a specific roll for the character may ask another player or the GM (who cannot refuse to) to make it instead of him.
 

Very interesting, basically similar to what I do, though I'm not nearly as verbose or detailed....yet. Outside of less exp. gained by a "phantom" PC, it's the same as me. No hard rules, I just let someone play the missing character and help out with decisions on what the character could do (see below).

My group is very inexperienced: 1 (my girlfriend) never heard of D&D until I introduced her, and the other two haven't picked up dice for around 15 years each. Since there was only 3 and I allowed them free choice for character classes, I'm playing a character (cleric) myself to balance the party, though he's very quiet most of the time. But I'm getting off-topic.:eek:
 

games i've played in and run work much the same way

although "Abusive handling of the absentee character" usually isn't a factor. the PC is handed to another player simply to control in combat. that PC has no say in group decisions and usually doesn't interact with NPCs

and if no one's said so yet, welcome to the boards, negativtoo :D
 

Recently we've implemented the the PC-Bot™, which is an interesting idea---but not for every group.

If a player is absent, replace his character with an equivalent pregenerated character from the DMG (aka PC-Bot™).

The PC-Bot™ is limited to his stock magic items & equipment, but may freely swap with party members. At the end of the session, the PC-Bot™ vanishes, as do any items he brought with him (anything he acquired that session clatters to the ground in a neat pile).

The PC-Bot™ is adminstered by the DM, but it is commanded by the party. In order for PC-Bot™to take an action, it must be ordered to do so by an ally. On their turn, Allies may issue commands which the PC-Bot™will perform on his next turn. Multiple commands require a contested Diplomacy roll to influence PC-Bot™.

It's such an aggravating and pointless system that it ensures that any player who misses a game will find himself heaped with scorn and derision.
 
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Well, I handle it a bit differently from those so far. If a player misses a session, so does his character. We assume he has been captured, isn't joining the party on this adventure (or will "catch up" later, etc.... Basically a suspension of belief until the player comes back.
 

If a player is absent his PC becomes an NPC. If possible it will be "parked" (has another mission, checks out another lead, stays at home etc.). If that is not possible because the PCs are in the middle of an adventure, then the new NPC will guard the rear, guard the horses or the back entrance. If even that is not possible the nPC will provide basic actions (Fight, cast healing spells etc) in a combat.
If a player has to leave for an extended time or just for an evening, his PC will not get penalized for this.
 


I used to be pretty liberal about this, until last night anyway.

Three of my six players decided not to show up for the first adventure in the campaign. Didn't even bother to tell me but told one of the other players on friday. So the three remaining players and myself trudged along with an adventure designed for six players.

Here is my new rule on missing games.

1) If you don't give me 48 hours notice you better have a damn good reason.

2) If you miss two sessions in a row you are out of the game and I offer your seat to someone else from my waiting list of 12 people.

3) You get no XP for a missed session.

4) You are coupled with another PC and if they die you die.

Needless to say I'm a little pissed right now.
 

I usually have eight players, so it isn't unusual for one of them to miss a session. We usually have the DM run the character; if things get combat-riffic, I usually hand the character to another player to run them both during the combat. That way, I know that someone else is looking out for their best interests. :)

I have two players who have fairly new children at home. For one of them, I found an excuse in-game to take his PC out of the campaign, but gave him an excuse for popping back in at the spur of the moment whenever the player can make it. (he's dimensionally unbalanced at the moment due to some odd planeshifting the PCs did in game. This lets him shift back from the demiplane on those rare occasions that the player can actually come.) I usually find an excuse like this for those players who have to go on sabbatical.
 

We've got six players counting the DM, so it's not terribly unusual for someone not to be able to make it, but we're all usually pretty reliable.

If one player isn't going to be able to make it (and we know ahead of time), has to leave early, etc, they will usually just hand their character sheet off to another player to play. If they can't make it and we don't have their character sheet off we'll try to get their vital stats from them, and wing the rest. We also have two or three different concurrent campaigns, so we can also switch to one of those. For instance, one of our players is out of the state until after the first of the year. Until he gets back, we've dropped our main campaign and are going to play around in an epic level campaign for a bit instead. If more than one or two people are going to be absent, we'll often just call the game off for the week or move it to a different day (we normally play on Thursdays). It's not that big a deal and we all realize that sometime life calls.
 

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