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General Tabletop Discussion
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The mid-lifer schedule crunch
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<blockquote data-quote="scourger" data-source="post: 3167194" data-attributes="member: 12328"><p>Here's what worked for me with our group. </p><p></p><p>First, <strong>design the RPG around the concept that players will miss</strong>. I was frustrated when I ran D&D or other RPGs and players didn't show up to play. I game with friends, which can make it feel even more personal. But it isn't. People want and need other activities. And they may just not like the current game. So, I designed my last two games around the idea that people will miss some sessions. For me, it meant going to different RPG systems; but I think it could be done with D&D. It is a little more challenging since D&D assumes a certain number of players and character classes, but I think it is possible. A city-based or ship-board campaign is a good way to set episodic, mission-based play. Even an army unit makes a good basis for characters to rotate in and out as players show and cancel from week to week. The characters whose players show up go on the current adventure or mission. Those that are absent stay at home, on the ship or at headquarters (or whatever). The important thing is that the present player characters finish the session and return to base. Then, whoever shows next time gets to play.</p><p></p><p>Second, <strong>make the RPG easy to run</strong>. I find that I can sustain a game much longer if it is easy for me to run. Again, I had to go to other systems for ease of play; but any game can be simplified. Some work keeps me engaged as a GM, but it easy to get overwhelmed. <em>Savage Worlds</em> was nice & easy. <em>Warhammer Fantasy Roleplay</em> is less so but has its own good points to compensate. </p><p></p><p>Third, <strong>schedule RPG time and stick to it</strong>. We play on Thursday nights. Sometimes we change a night or skip a week, but we're pretty steady. This year, we'll get about 60%-65% of weekly RPG time; and that includes a two-month summer break. Not bad considering all the other demands on our time. </p><p></p><p>Fourth, <strong>have back-up games</strong>. Keep some non-RPGs on hand just in case. I like the B-movie card games from Z-Man games. A friend loves the Zombies! line of games. A couple of weeks ago, it threated to be just two of us, so we broke out a non-RPG. A third arrived, so we decided to play our regular RPG. But, we were having fun in any event.</p><p></p><p>Fifth, <strong>don't be afraid to take a hiatus</strong>. The two-month break we took over summer was somewhat caused by some lethargy in our group. My currnet RPG stalled a couple of weeks, which was not a good sign. I think we all needed a break. Some vacations cemented it. I was concerned at first, but everyone was rearing to go when we all got back together. I used to the time to almost completely shut off my gaming activities. I didn't even read or post here & elsewhere for over a month. I didn't open the bag containing the RPG books. It was refreshing. </p><p></p><p>Some of this advice is echoes, but it is what works for me.</p></blockquote><p></p>
[QUOTE="scourger, post: 3167194, member: 12328"] Here's what worked for me with our group. First, [B]design the RPG around the concept that players will miss[/B]. I was frustrated when I ran D&D or other RPGs and players didn't show up to play. I game with friends, which can make it feel even more personal. But it isn't. People want and need other activities. And they may just not like the current game. So, I designed my last two games around the idea that people will miss some sessions. For me, it meant going to different RPG systems; but I think it could be done with D&D. It is a little more challenging since D&D assumes a certain number of players and character classes, but I think it is possible. A city-based or ship-board campaign is a good way to set episodic, mission-based play. Even an army unit makes a good basis for characters to rotate in and out as players show and cancel from week to week. The characters whose players show up go on the current adventure or mission. Those that are absent stay at home, on the ship or at headquarters (or whatever). The important thing is that the present player characters finish the session and return to base. Then, whoever shows next time gets to play. Second, [B]make the RPG easy to run[/B]. I find that I can sustain a game much longer if it is easy for me to run. Again, I had to go to other systems for ease of play; but any game can be simplified. Some work keeps me engaged as a GM, but it easy to get overwhelmed. [I]Savage Worlds[/I] was nice & easy. [I]Warhammer Fantasy Roleplay[/I] is less so but has its own good points to compensate. Third, [B]schedule RPG time and stick to it[/B]. We play on Thursday nights. Sometimes we change a night or skip a week, but we're pretty steady. This year, we'll get about 60%-65% of weekly RPG time; and that includes a two-month summer break. Not bad considering all the other demands on our time. Fourth, [B]have back-up games[/B]. Keep some non-RPGs on hand just in case. I like the B-movie card games from Z-Man games. A friend loves the Zombies! line of games. A couple of weeks ago, it threated to be just two of us, so we broke out a non-RPG. A third arrived, so we decided to play our regular RPG. But, we were having fun in any event. Fifth, [B]don't be afraid to take a hiatus[/B]. The two-month break we took over summer was somewhat caused by some lethargy in our group. My currnet RPG stalled a couple of weeks, which was not a good sign. I think we all needed a break. Some vacations cemented it. I was concerned at first, but everyone was rearing to go when we all got back together. I used to the time to almost completely shut off my gaming activities. I didn't even read or post here & elsewhere for over a month. I didn't open the bag containing the RPG books. It was refreshing. Some of this advice is echoes, but it is what works for me. [/QUOTE]
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