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Community
General Tabletop Discussion
*Pathfinder & Starfinder
How do you handle players who arrive late and players who leave early?
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<blockquote data-quote="jbear" data-source="post: 5337370" data-attributes="member: 75065"><p>I'd hand wave it as well. Everyone in my group including myself is a mother or father with kids, a job and a vast and complex life beyond d&d. When someone misses a session they choose the player they want to run their character for them under the condition they are never deliberately put into a position of unecessary danger and the player running their character uses their own character to protect them with their lives. If two people are going to miss, we cancel and reschedule.</p><p></p><p>But what the OP seems to be looking for are some creative solutions to use when this happens. I'm not sure this is the cleanest way, since this is going to happen everytime you play ... but anyway ...</p><p></p><p>What if their character regularly leaves the group to do scouting missions or gather information. You could slip him/her a piece of paper with the information he has aquired that upon arrival s/he needs to share with the group. This way you can get across plotlines or descriptions of the area, and details that the PCs may have missed, or of course provide them with new adventure hooks.</p><p></p><p>Leaving early: The PC is cursed and if he doesn't leave and find a quite place every so often, where he performs a small ritual of some nature inline with his character/backstory, then he condemns one of his family member's to death or slowly destroys their soul, or weakens their life essence. One day s/he will free them, if only they can be found, but until that day, despite what is going on around him/her, s/he will continue preserving their life by negating the destructive power of that fateful curse!</p><p></p><p>This is just a create way of handwaving I guess, which in the end will probably lead to more adventure!</p></blockquote><p></p>
[QUOTE="jbear, post: 5337370, member: 75065"] I'd hand wave it as well. Everyone in my group including myself is a mother or father with kids, a job and a vast and complex life beyond d&d. When someone misses a session they choose the player they want to run their character for them under the condition they are never deliberately put into a position of unecessary danger and the player running their character uses their own character to protect them with their lives. If two people are going to miss, we cancel and reschedule. But what the OP seems to be looking for are some creative solutions to use when this happens. I'm not sure this is the cleanest way, since this is going to happen everytime you play ... but anyway ... What if their character regularly leaves the group to do scouting missions or gather information. You could slip him/her a piece of paper with the information he has aquired that upon arrival s/he needs to share with the group. This way you can get across plotlines or descriptions of the area, and details that the PCs may have missed, or of course provide them with new adventure hooks. Leaving early: The PC is cursed and if he doesn't leave and find a quite place every so often, where he performs a small ritual of some nature inline with his character/backstory, then he condemns one of his family member's to death or slowly destroys their soul, or weakens their life essence. One day s/he will free them, if only they can be found, but until that day, despite what is going on around him/her, s/he will continue preserving their life by negating the destructive power of that fateful curse! This is just a create way of handwaving I guess, which in the end will probably lead to more adventure! [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
How do you handle players who arrive late and players who leave early?
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