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<blockquote data-quote="scourger" data-source="post: 1850326" data-attributes="member: 12328"><p><strong>There is a lot of history with our group.</strong></p><p></p><p>Too much to relate, really. The bottom line for me is to pick or design games that can more easily accommodate fluctuating number of players. </p><p></p><p>A long-time gaming buddy of mine combined his 2 groups about the time 3e came out. Since then, we've had a few small changes in membership amid some significant turmoil; but there has emerged a core of players. Right now, we have 5 "regulars". Others have moved away, quit or taken a hiatus. Fortunately, we all remain friends.</p><p></p><p>Attendance is farily strong but occasionally sporadic. When I DM, I expect to have 1d3+1 players. I find it a true challenge to run D&D in this situation. I would prefer to run a more fluid game, like Judge Dredd d20; but it was voted out in favor of D&D. Adding new palyers was not realy an option as we are all friends, and it just felt like it would just repeat past problems. My solution was to offer a D&D game with a twist. </p><p></p><p>At the suggestion of one of the core players (one that I can count on week in and week out to show up), I allow each player to run two characters. To keep me intrerested, each primary character is from a different d20 game: a Star Wars Human Jedi Consular or Guardian (no dark jedi); or a Judge Dredd (Human) Street or Psi Jusge; or an Omega World Pure Strain or Mutant Human Explorer. No multiclassing for primary characters. Each secondary character may be any primary type, or an aasimar paladin (no multiclassing), or any standard D&D race & class (with multiclassing). </p><p></p><p>At the time, I had 3 players; so I figured I would really only have 2 on any given evening which meant 4 characters. Then, a former member asked to rejoin and I agreed (mostly out of deference to the other aforementioned core player). I'm running the Shackled City adventure path from Dungeon Magazine since it seemed like it would be easier for characters to come & go in a city-based adventure. Also, that series starts with many difficult challenges. So, it seemed like a large group of characters with some powerful abilities and items would be a better match for the adventure.</p><p></p><p>It has been great so far. We've played 5 sessions. 3 had 4 players. 1 had 3 players. And 1 had 2 players. When a player is absent, so are his characters--with plausible in-game reasons to explain the absences as a bonus. I hope it lasts because I am having a great time DMing; better than in a while.</p></blockquote><p></p>
[QUOTE="scourger, post: 1850326, member: 12328"] [b]There is a lot of history with our group.[/b] Too much to relate, really. The bottom line for me is to pick or design games that can more easily accommodate fluctuating number of players. A long-time gaming buddy of mine combined his 2 groups about the time 3e came out. Since then, we've had a few small changes in membership amid some significant turmoil; but there has emerged a core of players. Right now, we have 5 "regulars". Others have moved away, quit or taken a hiatus. Fortunately, we all remain friends. Attendance is farily strong but occasionally sporadic. When I DM, I expect to have 1d3+1 players. I find it a true challenge to run D&D in this situation. I would prefer to run a more fluid game, like Judge Dredd d20; but it was voted out in favor of D&D. Adding new palyers was not realy an option as we are all friends, and it just felt like it would just repeat past problems. My solution was to offer a D&D game with a twist. At the suggestion of one of the core players (one that I can count on week in and week out to show up), I allow each player to run two characters. To keep me intrerested, each primary character is from a different d20 game: a Star Wars Human Jedi Consular or Guardian (no dark jedi); or a Judge Dredd (Human) Street or Psi Jusge; or an Omega World Pure Strain or Mutant Human Explorer. No multiclassing for primary characters. Each secondary character may be any primary type, or an aasimar paladin (no multiclassing), or any standard D&D race & class (with multiclassing). At the time, I had 3 players; so I figured I would really only have 2 on any given evening which meant 4 characters. Then, a former member asked to rejoin and I agreed (mostly out of deference to the other aforementioned core player). I'm running the Shackled City adventure path from Dungeon Magazine since it seemed like it would be easier for characters to come & go in a city-based adventure. Also, that series starts with many difficult challenges. So, it seemed like a large group of characters with some powerful abilities and items would be a better match for the adventure. It has been great so far. We've played 5 sessions. 3 had 4 players. 1 had 3 players. And 1 had 2 players. When a player is absent, so are his characters--with plausible in-game reasons to explain the absences as a bonus. I hope it lasts because I am having a great time DMing; better than in a while. [/QUOTE]
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