The Irregulars

Dannyalcatraz said:
However, one thing I've used in the past is the Caravan model. If the PCs are just members of a large, sprawling caravan, those who are present can have adventures while "X" is riding ahead to arrange for quarters in a tavern, or on kitchen detail. I've run adventures in Caravan campaigns with as few as 3 of 10 people present- concievably, 1 on 1 gaming would have been possible.

That's a very cool idea!
 

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I keep with the story, the characters of missing players are called away on semi-plausable errands - then I try and wrap up the game in a place were the characters could logically reassemble.
There are occasional problems, and someone will get left behind for 30 min - but thats not terrible for a 5 hr game.
 

The caravan model also works in other settings.

For a Sci-fi setting like Battlestar Galactica, almost no changes are needed. For Stargate SG-1, the players who are present go on the missions, while the others are off to Washington to lobby for more money, or on leave, or in the infirmary...

And so forth.
 


I've seen this handled a number of ways, everything from the characters being handed off to other players as cohorts for the night to a Big Blue Hand reaching down from the sky and carrying them off to a safe haven. In my current group, everyone is asked what they want to be done with their characters before a new campaign begins. The options are Full Participation for full XP or Script Immunity for 1/2. Full participation means the characters fight, disarm traps, and generally do everything they would normally do if the player was there, usually under the control of another player. This also means that there is a possibility of injury and/or death. Script Immunity means that the character is assumed to be there, but is simply left out of dangerous situations. It works out fairly well.

Unfortunately, in games which involve any real amount of roleplaying interaction, this can be difficult to pull off. Done sparingly, it can work; everyone involved knows that Player X is not there to roleplay his character, so interaction with him is kept at a minimum, if at all. Done on a regular basis, it can degrade the level of roleplaying.
 

Glyfair said:
A GM in my area was going to run a fantasy "Mission: Impossible" series. The known regular player would have had the Jim Phelps role of organizer. Then he would choose the team to go on the mission based on what he needed (within the gameplay story).

Dannyalcatraz said:
However, one thing I've used in the past is the Caravan model. If the PCs are just members of a large, sprawling caravan, those who are present can have adventures while "X" is riding ahead to arrange for quarters in a tavern, or on kitchen detail. I've run adventures in Caravan campaigns with as few as 3 of 10 people present- concievably, 1 on 1 gaming would have been possible.

I'm strongly considering shifting to this model for all future campaigns. The only problem I see with it is that you really need to get the story to a nice even break-point by the end of the session, which rather limits your available options.

I suspect it also works best when everyone has a portfolio of characters to use, so that you don't get stuck when the party Cleric and Wizard both cancel at the last minute.
 

delericho said:
I suspect it also works best when everyone has a portfolio of characters to use, so that you don't get stuck when the party Cleric and Wizard both cancel at the last minute.

Well, in truth is works best for non-D&D RPGs. Requiring certain roles is one issue, but character advancement is another. Unless you use some sort of "drag along" house rule, the more regular characters will quickly outstrip the irregular characters in experience. and thus power.

In D&D the power difference can be extreme between low experienced characters and high experienced characters. A challenge for a 10th level character might vaporise a 5th level character just by accident. In other RPGs this difference isn't as wide*, and those games are where this works best.

That doesn't mean it can't work in D&D. However, you need to be aware of it and have plans to deal with it (maybe some sort of character tree option).

* For example, if you don't increase maximum values over a campaign of Champions, characters tend to gain more versatility than power over time.
 

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