Question about Players

cptg1481

First Post
Now I DM a game on Thursdays from 1900-2400, its a long running thing (since last January) and I intend to keep it going for as long as I am alive.

I am in the military and for reasons beyond my control have been labeled "non-deployable" (I broke my neck on a HALO jump), anyway. I have a group of all civilian players and they have with the exception of one marriage and one vacation been present for all of the sessions thus far.

Now I have accepted a military guy, who works at NSA (in a static, non traveling job) into the fold. He seems great (after one session) and has found someone else who wants to play. However this guy (the one who would like to play) is on a job that involves a lot of travel maybe even monthly. Now he can make a commitment for a month but after that he'll be gone "off and on".

Now I would hate to deny someone a game who really wanted to play but at least one of my current players (a civilian) hates it when the group has to introduce new players all the time. We've gone through turmoil in the past with two of the originals dropping out early (long story there) and it took us awhile to gain a new one. We were at three for a while now we're at four. Now I think I "can" via GM experience make the floaters presence and absence plausible if not totally believable, however, I'm not sure I want to.

I'd love someone to help play the NPC's but that'd be hard to do as I have some issues with game prep (I tend to do stuff at the last minute) which would make coordinating NPC's and thoughts to someone else difficult.

I really feel guilty for even considering saying no because I have been denied access to games when I was deploying all the time.

Anyway, I am just looking for some empathy and friendly advice here.....

I know I have to make the decision, and have no problem making decision's usually but some opinions might spur some alternate ideas or plans for me.

Thanks you, ladies and gentlemen for getting this far...
 

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Just my 2 cents...

Hi! I guess the easiest way for you would be to introduce a NPC which is kind of a support for the group and joins them steadily. Whenever that player can make it he gets to play the same character, whenever he's off the char just walks along giving minor support like watching the horses/euipment etc.
Also you can use this as summaries, since you could have the group fill him in on the latest happenings and see, if they missed some crucial points.

Dougal DeKree, retired gnomish Illusionist
 

I say let him play. If he will go for it, then have him create a PC that serves as his friends follower for the most part, but is played by him when he is around.

This should not be really necessary though, depending on the structure of your games. Do you regularly introduce NPCs that become involved with the charcters for more than just one encounter or event? Do they occassionally adventure or even tag along with the party? IF so, having a player who makes such "support" charactersa should not be a problem.
 

Give him a character like Barkly from Star Trek TNG. He wasn't in every show but would show up occasionaly, give the crew a hand and then you wouldn't see him for months at a time.

Another VERY nasty thing you could do. Let him run some monsters. Not the BBEG, but some supporting cast. For example, Wizard and 4 orcs encounter the party. Let him control the orcs. Tell him his job is to KILL the party. You control the wizard. It makes for some really intersting combats. Those new guys seem to relish being bad and think up some very clever stuff. Just a thought.
 

Have him play a new NPC each time he is in town. If it will be difficult to fit him in due to the level of play at that time, make sure he understands that the NPC might be a little lower or higher than the rest of the group. Make sure he also knows that each time he plays that NPC will be marked for death. Find unusual and new ways to kill him each time; falling into a chasm, catching a disease or flesh eating virus, tripping into an acid pit, breaking his neck by falling from a horse at the very end of the adventure as the group rides off into the sunset, etc. Allow for him to save the group at least once every handful of sessions. Could be fun! :)
 

Dagger75 said:
Give him a character like Barkly from Star Trek TNG. He wasn't in every show but would show up occasionaly, give the crew a hand and then you wouldn't see him for months at a time.

That's what I'd do - let him run a regular PC-type character, but one whose own agenda may result in frequent absences from the group. If he ends up dropping out you can use the character as an NPC. It's best for this if you can run mostly short scenarios rather than multi-month wilderness treks. City adventures and shorter dungeon bashes both work well.
 

You may also wish to cut him some slack on the XP so he doesn't fall too far behind the others - I suggest free levels to keep him no more than 3 (or 2, or 1) levels below the highest level PC in the party.
 

Something that worked for us in the past is the "Guest Star." We had a campaign that had 2 main PCs throughout the whole thing - their plotlines were the driving force of the campaign - and continually added and removed other PCs that were "guest stars." Sometimes the new PCs were only around a few sessions, other times we games for months with them. For us, it worked very well, as the core PCs kept things moving throughout.
 

Talk to the players (especially the ones against constantly changing group) and if they are not heavily against such a player (as in would leave the group in that case), let him play!

In fact I would let him play anyways, but that's just me. :)

It's just a game after all!

Bye
Thanee
 

i know a few players in the Fort Meade area, if you need more for your group. ;)

talk with the others and get their input. and then talk with the guy who wants to join. lay it all out for him. see what he has to say.

and then make a knowledgable decision based on everyone's input.
 

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