el-remmen
Moderator Emeritus
I hope those of you you have the opposite problem I am about to describe don't hate me too much and consider that a surfeit can be as bad a lack.
Here is the story:
My "Out of the Frying Pan" campaign (see sig) had six solid players, but about three years into it we lost three players to moves out of town, and in time we went back up to five with some late replacements.
Somewhere in that time my friend Sean started up another Aquerra campaign, which had some overlapping players, but a couple of different ones, too - but unfortunately, between work, marriage and a new child he could not continue to run the game, so it fell by the wayside, but our pool of players got larger.
When OOTFP campaign ended in January of 2006, I announced I was going take a break of up to six months to decompress and prepare a new campaign, and that campaign would be running Mutants & Masterminds - though I never had the intention to run it as long as our typical D&D campaigns (3 to 5 years). I also announced, that I did not want to run M&M for more than 5 people (aside from me), as I was not as familiar with the rules, and also wanted to try to emphasize the personal life side of comic book superheroes as the fighting action - which would be easier with fewer players.
At that point we had 8 possible players, 5 from "Out of the Frying Pan" and 3 from Sean's game (including Sean himself). One of these players was immediately eliminated when he declared that he did not have the attention span for gaming anymore, and bowed out before it ever became an issue. That left 2 extra players. I was stressing about choosing, and so I asked for volunteers to bow out - and two came forward. As reward for unselfishness, I promised these two players a reserved spot in my next campaign, which would definitely be D&D. At the time of their volunteering they did not know they would be getting a guaranteed spot in the next game, nor did they know for sure how long M&M would last.
Well, the M&M game never really took off the way I expected for myself. The players are having fun, and I am having some fun - but my heart began to yearn for D&D once more - especially since I started doing some hardcore homebrewing for Aquerra again (see wiki link in sig). I announced that I would continue to run M&M every other week as I continued to prepare for what has become known as "The Second Son of Second Son" campaign, but that the new campaign would likely be starting some time this coming January.
However, once again we have a pool of eight players (as one of the ones that moved away will be returning before this game gets underway and has not gotten a chance to game since playing Jeremy Northrop in the OOTFP game) and I really don't want to run for more than 6.
Five or six are the perfect numbers for me. Seven is a stretch and for any prolonged period of time grows tiring, and eight is right out.
So again, we are in a position where two players have to bow out (while two have reserved spots).
In attempt to take the onus of choosing from me, the players have decided to see if they can hammer out among themselves an equitable means of figuring out who gets to play. And so there has been a long string of emails about the issue.
So, assuming that everything else is equal, you like all the players and you're all friends and scheduling is open to everyone, how would you go about deciding who plays and who doesn't? Also assume that either no one else wants to run a game and/or that all the players would rather be in a game I run than in someone else's.
Some of the suggestions that have come up:
- The suggestion that I run two groups of four on alternate fortnights (meaning each group plays one a month) was thrown onto the table, but I think that would nearly double my work (even if it doesn't double the sessions) and no one seemed crazy about playing half as often.
- A round-robin type game where if someone's PC dies, they are replaced by another player from outside the game. The two "reserved" players would be exempt from this for a time equal to the length of the M&M game.
- Run for 8 people and have Sean act as a kind of co-DM to help smooth things along. The two of us considered this, but I think he is more excited about playing than running - and honestly, I am not sure a co-DM actually lessens any work.
- Survivor Style voting off the Island. Where each player lists his ideal make-up of the group in secret ballot and I tally the votes and come up with the group that way.
- A Roll-off!
- I, as DM, simply play the bad guy and make the choice (though the player discuss began in order to save me that onerous task).
So, in all my years on ENworld, I have seen lots of problems posted on the boards, but never this one. How would you handle it? What is your take on the suggestions? Do you have any others?
Here is the story:
My "Out of the Frying Pan" campaign (see sig) had six solid players, but about three years into it we lost three players to moves out of town, and in time we went back up to five with some late replacements.
Somewhere in that time my friend Sean started up another Aquerra campaign, which had some overlapping players, but a couple of different ones, too - but unfortunately, between work, marriage and a new child he could not continue to run the game, so it fell by the wayside, but our pool of players got larger.
When OOTFP campaign ended in January of 2006, I announced I was going take a break of up to six months to decompress and prepare a new campaign, and that campaign would be running Mutants & Masterminds - though I never had the intention to run it as long as our typical D&D campaigns (3 to 5 years). I also announced, that I did not want to run M&M for more than 5 people (aside from me), as I was not as familiar with the rules, and also wanted to try to emphasize the personal life side of comic book superheroes as the fighting action - which would be easier with fewer players.
At that point we had 8 possible players, 5 from "Out of the Frying Pan" and 3 from Sean's game (including Sean himself). One of these players was immediately eliminated when he declared that he did not have the attention span for gaming anymore, and bowed out before it ever became an issue. That left 2 extra players. I was stressing about choosing, and so I asked for volunteers to bow out - and two came forward. As reward for unselfishness, I promised these two players a reserved spot in my next campaign, which would definitely be D&D. At the time of their volunteering they did not know they would be getting a guaranteed spot in the next game, nor did they know for sure how long M&M would last.
Well, the M&M game never really took off the way I expected for myself. The players are having fun, and I am having some fun - but my heart began to yearn for D&D once more - especially since I started doing some hardcore homebrewing for Aquerra again (see wiki link in sig). I announced that I would continue to run M&M every other week as I continued to prepare for what has become known as "The Second Son of Second Son" campaign, but that the new campaign would likely be starting some time this coming January.
However, once again we have a pool of eight players (as one of the ones that moved away will be returning before this game gets underway and has not gotten a chance to game since playing Jeremy Northrop in the OOTFP game) and I really don't want to run for more than 6.
Five or six are the perfect numbers for me. Seven is a stretch and for any prolonged period of time grows tiring, and eight is right out.
So again, we are in a position where two players have to bow out (while two have reserved spots).
In attempt to take the onus of choosing from me, the players have decided to see if they can hammer out among themselves an equitable means of figuring out who gets to play. And so there has been a long string of emails about the issue.
So, assuming that everything else is equal, you like all the players and you're all friends and scheduling is open to everyone, how would you go about deciding who plays and who doesn't? Also assume that either no one else wants to run a game and/or that all the players would rather be in a game I run than in someone else's.
Some of the suggestions that have come up:
- The suggestion that I run two groups of four on alternate fortnights (meaning each group plays one a month) was thrown onto the table, but I think that would nearly double my work (even if it doesn't double the sessions) and no one seemed crazy about playing half as often.
- A round-robin type game where if someone's PC dies, they are replaced by another player from outside the game. The two "reserved" players would be exempt from this for a time equal to the length of the M&M game.
- Run for 8 people and have Sean act as a kind of co-DM to help smooth things along. The two of us considered this, but I think he is more excited about playing than running - and honestly, I am not sure a co-DM actually lessens any work.
- Survivor Style voting off the Island. Where each player lists his ideal make-up of the group in secret ballot and I tally the votes and come up with the group that way.
- A Roll-off!
- I, as DM, simply play the bad guy and make the choice (though the player discuss began in order to save me that onerous task).
So, in all my years on ENworld, I have seen lots of problems posted on the boards, but never this one. How would you handle it? What is your take on the suggestions? Do you have any others?