I have the group tied to an organzation, merchant caravan, or a sailing ship and I make sure this tie has a large cast of characters, just enough that the players don't really keep track of them all. I base the adventures off the thing that ties the group together, not the group itself. (bandit attacks, political intrigue, bad weather, etc.)
Then when someone is missing, or we have an extra player, I can either have the missing PC go back to the "ship/caravan,etc" to deal with a problem or have one of the "crew" come up to assist the regular group.
I also avoid "prophcies" like the plauge. You see, players love to screw with anything that is suppposedly controls them. They will patently ignore their desitnies or just get bored with PC, kill it off, and try to make a new PC that has no divine connection to the game so they can do as they please.
Then when someone is missing, or we have an extra player, I can either have the missing PC go back to the "ship/caravan,etc" to deal with a problem or have one of the "crew" come up to assist the regular group.
I also avoid "prophcies" like the plauge. You see, players love to screw with anything that is suppposedly controls them. They will patently ignore their desitnies or just get bored with PC, kill it off, and try to make a new PC that has no divine connection to the game so they can do as they please.
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