Whisper-Kitten
Adventurer
No that‘s when they come back after they ignore they advice you game them about their life choices.It passes after 25 years or so...
No that‘s when they come back after they ignore they advice you game them about their life choices.It passes after 25 years or so...
That's a reality too valid to face.No that‘s when they come back after they ignore they advice you game them about their life choices.
As a slight tangent: how do you all schedule one shots or limited engagement games. Say you want to try out a new ruleset you discovered, or your SO really wants to try this esoteric RPG? How do you find players and make sure you can get it scheduled?
This is a group discussion with no leader. But that doesn't mean one person can't be left out because "their schedule will not work with the others"Who should lead discussion on scheduling? The DM, a designated scheduler?
No.Do any of you use tools to help make this easier? Google calendar, surveys, something else?
I have been a part of some campaigns that have been great but fizzled due to scheduling. Most of the campaigns I have been a part of have gone from start to finish. The difference between the two has always been - one has a scheduled day (always the same) once or week or every other week, the other hashes out scheduling after each session. Guess which ones finished and guess which ones fizzled out?Any advice or anything else I'm missing?
From personal experience, this is what works for our group also. We all agreed that Sunday morning works best for all of us. So nominally, we play Sunday 9:30-12:30 ( on some rare occasions we might even stretch that to 13:30-14), and we don't play from late June to mid September, or during winter holidays.My only advice is to just choose a set day of the week and say it is that day every week. Those that can make that day can play in the campaign, those that can't won't.
Then, once the day of the week is established, the group can choose to cancel any singular day if say half the group can't make it any particular night.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.