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How do you explain PC absences when a player has to miss a session?
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<blockquote data-quote="Blue" data-source="post: 7939730" data-attributes="member: 20564"><p>One group I'm playing in handwaves it ... mostly. We had an issue where we had a stealthy prisoner extraction from a large camp (much more than we could fight) that had the party broken into three groups. We ended one session right when everyone was in position to start the extraction, and next week the player of our rogue cancelled at the last minute. Who was, of course, a linchpin of the stealthy extraction.</p><p></p><p>The DM let us retcon slighhly so the rogue skipped out slightly earlier and we could plan together and come up with alternate plans. But we were specifically a group of soldiers in a particular god's legion who ended up (though our own actions) getting A-Teamed (imprisioned for a crime we didn't commit, escaped, and starting doing clandestine good deeds while attempting to clear our name), and the rogue was a new character that had not been with us long, and claimed to follow the god but was evasive about it. So we sort of had to break our standard hand-wave and deal with that. But the DM had a good reason he scarpered which actually works well into us trusting him.</p><p></p><p>Waaaaay back when (AD&D 1st), characters got "zombie rot". No initiative but also unkillable. Would just follow the party. We eventually got to the point we'd put them in bags of holding when they relapsed into the condition.</p><p></p><p>When running, we handwave a one-off absence, and do a quick story write-out if a character is going to be out for several sessions. We play down own, cancel on down two, so we don't have too many out at once.</p></blockquote><p></p>
[QUOTE="Blue, post: 7939730, member: 20564"] One group I'm playing in handwaves it ... mostly. We had an issue where we had a stealthy prisoner extraction from a large camp (much more than we could fight) that had the party broken into three groups. We ended one session right when everyone was in position to start the extraction, and next week the player of our rogue cancelled at the last minute. Who was, of course, a linchpin of the stealthy extraction. The DM let us retcon slighhly so the rogue skipped out slightly earlier and we could plan together and come up with alternate plans. But we were specifically a group of soldiers in a particular god's legion who ended up (though our own actions) getting A-Teamed (imprisioned for a crime we didn't commit, escaped, and starting doing clandestine good deeds while attempting to clear our name), and the rogue was a new character that had not been with us long, and claimed to follow the god but was evasive about it. So we sort of had to break our standard hand-wave and deal with that. But the DM had a good reason he scarpered which actually works well into us trusting him. Waaaaay back when (AD&D 1st), characters got "zombie rot". No initiative but also unkillable. Would just follow the party. We eventually got to the point we'd put them in bags of holding when they relapsed into the condition. When running, we handwave a one-off absence, and do a quick story write-out if a character is going to be out for several sessions. We play down own, cancel on down two, so we don't have too many out at once. [/QUOTE]
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How do you explain PC absences when a player has to miss a session?
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