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How do you handle players who arrive late and players who leave early?

DING DING DING! This is precisely the group's situation. Thank you for keeping that in mind with your reply.

This really isn't a case of problem players, or people disrespecting the DM or the rest of the group's time, or players being immature and "standing up" the DM and the group. It's simply, if we want to play, this is what I have to work with, any suggestions aside from the usual?
I am currently in a similar situation so it was not that difficult to have in mind. We are now playing somewhat shorter sessions (only 4 hours) and try to get a longer session once a month. The reward is playing with highly concentrated players that are looking forward to the next session. :)
 

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Do you know in advance when a player is going to be late?
Cause if you do and you do not stop sessions mid combat then you could arrange through email stuff for the missing character(s) to do and have it resolved before the session. So when the players join the session the players could brief the rest of the party as to what they were up to and what they have discovered.
 

For my current group we decided to rotate DMs every adventure, and we needed a way to explain why one PC would disappear and a new PC would appear each session (we didn't want to get into a habit of having DMPCs). We agreed that our PCs were part of a larger adventurer's guild. A slightly different subset of that larger guild would come on each adventure.

If a PC needed to leave for some reason we would just say that the guild called him away, or he had something else to attend to, and if a new PC arrived we said the guild had sent them to join us.

A few times when a PC has been absent for one session (that ends up being only a few hours of in-character time) we find something else for them to do. For example, the last adventure we were on involved guarding some children. When a pair of players couldn't make it to the game we decided that those PCs would stay behind and guard the children.


A few years ago when we were playing through the World's Largest Dungeon our DM created "The Box", which was modeled after the Luggage in the Discworld books. The Box would appear at random and snap up PCs or spit them out. This was a simple way to explain what happened to PCs when their player was gone - the PC got taken by The Box.

The thing is, though, anything you do regularly like that will eventually become a running gag, whether it's The Box or an attack of dysentery. If you want it to be something believable or serious then you need to deal with the situations as they come and find some way to ad-lib it in. The PC gets lost, or gets kidnapped, or takes a side quest, or found out their parents died, or decides to join a circus, or anything that takes them out of the picture for a few hours/days/weeks. The trick is to make sure it's different each time. If it's the same thing every time it will become funny whether you want it to or not.

Another alternative is to just fade the PCs in and out. When the player isn't there, act like the PC never existed. When the player comes back, the PC has been there all along. I have never actually tried this tactic myself and it might not work with all parties, but I've been told that it's surprisingly easy to get used to. I might try it the next game I run. It's certainly the simplest solution, though some simulationist players or people who highly prize realism may never warm up to it.
 

[MENTION=95859]Minifig[/MENTION]
I did draw the conclusion that the rules you laid out was your current group. Sorry for the mistake. But I didn't see you mention anywhere that it was a group you that you had been a part of in the past so I think it was a fair conclusion to make.


As to the whole fade in and out thing, I could see that getting really humorous with the right group. I immagine one player deciding that his character remembers all of these people. Then when someone is missing he asks about them.

P1 - Where did Sir Rusty go?
P2-4 - Who?
P1 - Sir Rusty the knight? You know they guy who not five minutes ago saved you from the rampaging giants?
P3 - I don't know who you are talking about. That giant tripped when he was charging me. I wasn't saved by anyone.
P1 - :eek:
etc...
 

As to the whole fade in and out thing, I could see that getting really humorous with the right group. I immagine one player deciding that his character remembers all of these people. Then when someone is missing he asks about them.

See, if that's gonna happen then the fade in/fade out won't work. And if that player knew the group was going with the "fade" technique then they're being a bit of a schmuck by bringing it up. Everyone has to buy into the "fade" technique for it to work.

Since the trick of the fade technique is to just ignore the sudden presence or absence of a PC it's easier to roll with it. It's harder to make fun of a PC's "fade from existence" than it is to make fun of them coming down with food poisoning on a regular basis, or having to run home and deal with some personal crisis every in-game week.

But games where the DM tends to focus on PCs individually than as a group might not be able to deal with this technique well. For example, it's hard to ignore that the paladin isn't there when you finally come upon the Holy Avenger sword he's been personally questing to find for years. But that type of game doesn't deal well with PCs leaving at all, regardless of the way they leave.
 

Another solution is to play a very "episodic" campaign, set in the Chaos Scar or somewhere like that. In that situation, it may make more sense for some characters to show up late or miss some adventures.

"Hey guys, did I miss anything?"
"Lord Borak! How did you find us?"
"Oh it was easy, I just followed the trail of looted corpses."
"Where've you been, anyway?"
"Slept in. I stayed at my girlfriend's house in the Shadowfell, and when I woke up this morning, it was still dark, so I went back to sleep."
"When we split the treasure from this gig, you have got to get yourself an alarm clock, dude."
"I know, I know... hey, Eligius."
"Hey, Borak. Look guys, gotta go early, it's my ghaele's birthday today."
"Yeah? Which one?"
"Her 300th."
"Oh, the big three-double-zero, huh? Yeah, don't miss that one or she'll think you've dumped her for some succubus. A younger one!"
"Oh Jeez, don't even say that! Anyway, gotta go." Eligius Fey Steps back into the Feywild...
 

nai_cha: What you're describing is a pretty common scenario for people who are older (and have more RL responsibilities) who play D&D. Unfortunately, there's not a "common" solution, because every group is different.

Some groups can just hand off the character sheet to someone else. This is great for keeping that character involved, but unless you have another person who knows their sheet very well, you just doubled someone's memory load. I don't really recommend this, honestly - even for serious gamers, it's difficult.

You can create "simple" companion characters for people who may be absent often. This is a great idea, in theory... but in my experience, while it alleviates some (not all) of the load on another player to play two PCs, it requires a LOT of prep. You have effectively two character sheets for one person, both of which need to be kept somewhat up to date. If you are a great planner, and YOU (as the DM) are the one with lots of extra time, that can work: otherwise, it's about the same as the first option.

Some people "hand wave" it. This is definitely the easiest solution, but the downsides here are that it can dramatically change your combat encounters depending on who left (if the leader disappears, you will see a much bigger impact than if it's the 2nd striker). This is something you CAN work around - by adjusting combat on the fly - but it's difficult. And frankly, it once again helps to plan ahead. "Oh, he disappears for a moment - and suddenly there's a rock slide that kills two guys!" You have to adjust combat significantly, and sometimes (like against one solo) that's really hard to do. ALSO, it's not ideal for RP-situations either, since maybe the person who left has a key piece of information or insight in-game.

The "running gag" or "dimensional warp" approach is basically hand-waving but with a slightly more detailed reasoning. It suffers from the same drawbacks, and additionally it can get old after the 10th time someone runs back from the bathroom.


As an experienced gamer, I have tried all of the above solutions. Ultimately - and this is the bad news - there's only one solution that works with 100% of the situations, 100% of the time: shorten your playing time. It sucks, but no matter how you "make up" for the fact that someone missed part of a session, you're still going to lose time explaining to them what happened, and most importantly you're going to lose part of the human interaction that makes D&D so much fun in the first place. If Joe comes in 30 minutes late and finds out you guys just finished a raucous RP session that will spawn dozens of in-jokes for months to come... well, that sucks. So unfortunately, the best possible solution is the one that hurts the worst: reduce your play time by 30 minutes so that Joe can be there.

Believe me, I know it sucks: we love playing D&D, it's HARD to get games together, and the worst solution is always one that reduces the amount of time you can play. And clearly this won't work for everyone, because some people will just never go there. But that's really the only way to keep everyone involved the entire time. And D&D is about the group: it's about interacting with friends. Without that: why are you playing?

Sorry to break the bad news, but as I said I've tried all the ideas mentioned so far and this is the only thing that actually works. It means less D&D, but I think it also means more quality D&D when you have it. Personally, I have accepted it as one of those things you have to do to be a grown up. :)
 

First off, be thankful that you have a mature and responsible group -- it seems that generally your players let you know in advance of any upcoming absences, so you can plan around them to some extent. I wish my group did that more.

Okay, so let's say it is the beginning of a session, you did not have to leave off in the middle of an encounter last time, and one or more of your players are going to be late. Do you have any "down time" things that the players who are present want to take care of? Well, now is a great time to do them. If not -- on to the action. If a battle is about to start within a few minutes of the expected arrival of a prompt player, then a short break is in order. Otherwise, any player arriving in mid-battle should wait and join the party at the end of the battle.

Later in the evening, another battle is about to start -- and the required departure time of one of your players is coming up. Check your watch and decide whether you are likely to have time to finish the battle before the player has to leave. If not, say good-night to them then. Otherwise, proceed with the action.

If the battle is still going on when a player has to leave, remove them from the battle at that time and assess the situation. The usual situation here is that a battle has become grindy -- the outcome is not in doubt, but it is taking your players longer to finish off their foes than you expected. If you are pretty sure that is the case, grant them victory by fiat. Otherwise, remove enough enemies to keep the current battle situation balanced and finish the encounter. Absent player characters should survive anything short of a TPK, in which case all player characters (present or absent) are killed.

XP and treasure are not a big deal, as you need for all players to stay close to even to keep the party viable. Hopefully you won't have to award too many bonus items or levels to player characters who frequently have to be absent -- it is better to maintain the illusion that they are earning everything they get if possible.
 

As to the whole fade in and out thing, I could see that getting really humorous with the right group. I immagine one player deciding that his character remembers all of these people. Then when someone is missing he asks about them.

P1 - Where did Sir Rusty go?
P2-4 - Who?
P1 - Sir Rusty the knight? You know they guy who not five minutes ago saved you from the rampaging giants?
P3 - I don't know who you are talking about. That giant tripped when he was charging me. I wasn't saved by anyone.
P1 - :eek:
etc...

C'mon now- the 'fade in' and 'fade out' don't mean "that guy doesn't exist right now," they mean "that guy's scouting ahead/securing camp/watching the mounts/guarding the rear/pooping in the room we already cleared out/got the flu/etc".
 

Give XP & Loot after each encounter. If you're not there, you don't get it. If someone else is 2 levels higher than you, that's your fault.
 

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