Randomthoughts
Adventurer
I construct my campaign and design my adventures very similar to Janx. Great stuff.
However, this system really works if players respond by the deadlines. My group is pretty good, but sometimes I don't get a response until a week or so before Game Day. Often though, I make a decision by the deadline, which could result (and has resulted) in no game that month.
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This all being said, I'm not saying my way is a silver bullet. There's frustration, wasted effort and (sometimes) long dry spells despite my best efforts. So, I'm pretty interested too to see what solutions others have come up with.
What I do is send a request to play about a month before the anticipated Game Day. I ask that players respond in 2 weeks. If there are at least 2-3 players, the Game Day is entered into the schedule (we share an electronic calendar system) and players who have committed are expected to show up on Game Day (barring emergencies of course). This gives me about 2 weeks to prepare for the session. By this time, I know the number of players who are committed to attend (and their corresponding PCs).The problem expands to "How do I write 1-session adventures when I don't know how many, or what class, of PCs show up" but we're at least starting to get at it.
However, this system really works if players respond by the deadlines. My group is pretty good, but sometimes I don't get a response until a week or so before Game Day. Often though, I make a decision by the deadline, which could result (and has resulted) in no game that month.
Yeah, this is the hardest part of running this type of campaign. But with the system I mentioned above, at least I would have a good idea of who will show up on Game Day, and can plan accordingly. I also tend to over prepare; I haven't had a session yet where we stopped early b/c of not having enough content prepared that day.One messy issue with the problem is how you gauge time. ...Which means the guy might be going home early because I overestimated time.
It might, but not by much IME. The way I would describe the way I run my campaign is that it's "open ended". It's not a pure sandbox (e.g., you start in a town, now what do you do?); there are plot hooks that PCs choose from or create their own. But I only prepare that "path" (and logical branches from that path) once the PCs have selected it. The path or outcome itself isn't "set"; there have been many times players have deviated from point A to point B. But wasted preparation is kept to a minimum (or is recycled into a future adventureThe problem I see with the 'anyone who shows up' method is that it cuts into sandbox....

All power to you, but I couldn't do this myself given time restraints. Players tend to go in different directions anyway. So, while I try to have some direction of where the story could go, I don't really anticipate that far out, and only prepare a session or so ahead of time.What it sounds like I'm going to have to do is that I'm going to have to write about 10 adventures in advance, and sort them based on how "This adventure is for X players"....
This all being said, I'm not saying my way is a silver bullet. There's frustration, wasted effort and (sometimes) long dry spells despite my best efforts. So, I'm pretty interested too to see what solutions others have come up with.