They are approaching the adventure and plot so sloooooowly

One of the Players' mother is very ill and she needs to be there. I can fully understand this, and I am sorry for the Player's family illness. I would never expect a game of D&D to even factor into being a decision to make in a case like this.

But jeez. It's going to be *another* week before we can play again, and actually, finally, get into the plot and adventure I've had ready for 2.5 months. I'm actually emotionally exhausted now over the anticipation of this adventure.

This situation kind of makes me think of going back to an old-school style of play: just dungeon to dungeon, no "campaign", and just play with who shows up. But that lacks the long-term fun of a campaign. But at least we could play each week, even if one or two folks can't show up.

Now that I'm thinking about it, I don't think I've *ever* had a long-term campaign plot actually finish. Either the party gets a TPK or the group breaks up (always due to unrelated, Real World circumstances). I am cursed.

Quasqueton
 

log in or register to remove this ad

Sometimes it's fun to mix things up. I like the idea of running short mini-campaigns, three to five sessions. People can keep their characters from arc to arc. You can have all the big travel happen between arcs. It's fun.

You're not cursed; long-term campaigns are hard to finish unless you've got plenty of advance warning that the group's changing.
 

Quasqueton said:
But jeez. It's going to be *another* week before we can play again, and actually, finally, get into the plot and adventure I've had ready for 2.5 months. I'm actually emotionally exhausted now over the anticipation of this adventure.

Can't you just press on even though you're down a player? My group tries to get quorum but aside from that, we're playin.
 

Can't you just press on even though you're down a player? My group tries to get quorum but aside from that, we're playin.
We have in the past sometimes played without everyone at the table. We've either had the PC "busy" elsewhere, or played the PC as an NPC. But the Player whose mother is ill is the girlfriend of one of the other Players, so they both are out this week. And the group is about to have a major situation where we really need everyone at the table. This frustration is all because we're dealing with a major, overarching plot coming to a milestone/watershed event, with one of the missing Players' character as the central figure.

It'll be boardgames again this week.

Quasqueton
 

It is completely your choice as to how long the journey takes to play out. It's 100% your own decision to have it take weeks of real-time to play through, so you have nothing to complain about. I don't know if you're a bad GM (depends if your players are enjoying it), but you're certainly a very inflexible GM.
What I'd recommend - if you don't want to skip over it entirely, you can give the feel of a 60+ day trek with lots of description of the changing terrain they move through, the harsh weather & such, in very little time. Add in 1 or 2 actual 'encounters', and get it over with within a couple of hours, then you can start the scenario you (apparently) want to run. To my mind this is a lot more realistic than rolling for combat encounters every 4 hours (or whatever) on the 60 day trip. AIR Lewis & Clarke had, what, 1 actual combat encounter on their entire expedition?
 

When I saw that S'mon had responded, I debated bothering to read it. I knew he'd only insult me. And I was right. It's amazing. S'mon, say hello to my ignore list.

Quasqueton
 

Well to be fair, he didn't say anything that hadn't already been said in the thread.

On the other hand... he didn't say anything that hadn't already been said in the thread.
 

Are the players happy with all the overland travel? If so, then the problem is you're impatient to get to the dungeon, and you can handwave. ("Okay, the rest of the trip passes much like the first, uneventfully.") If they're finding it a bit tedious, ditto.
 

Well, I'd like to offer some solutions that worked with my gaming group which ran and completed a 4 year long campaign despite lots of obstacles (missing players, deaths, illness, vacation, girlfriends/boyfriends, etc).

1. Secondaries
My group were all friends or friends-of-friends, and everyone was comfortable declaring a "secondary" - backup player who had the best understanding of the PC. When a player ended up playing a secondary role, we made sure they had no other distractions (e.g. not designated note-taker, mapper, etc). The plus side was it encouraged players to think more (or at least as much) about their group than their individual PCs; it also helped that we used the "Heroquest" template for the PC band, giving them a name, patron, banner, etc. The downside was that even the best player might do something "the PC would never do", and there's always the problem if the secondary doesn't show up either.

2. The Internet
When the periods of time between play become too long, everyone starts to forget what has happened, names, places, etc. Dedicated players and the DM may feel like they're sitting on this great plot and never get to play it. I found the internet (e-mail, IM, message boards) as a useful tool that players could use in the interim. I even gave players a small EXP reward for posting & reading during a break from play.

3. Plot Discrimination
Some groups have one or two players who are more likely to miss game sessions due to a job where they're on call, a sick relative, etc. It's a good idea to cast them in supporting roles, and not make any big over-arching plots dependent on their presence. They get to play the sidekicks & allies of the other PCs.

4. Help a Brother (or Sister) Out
I remember countless times when some real life obligation got in the way of our game. Jarett had to clean the garage, so we helped him. Vishal had to make dinner for his ill family member, so we helped him. I needed to install a new drip system in the garden, so they helped me. More hands makes the work go faster and is more fun, and gaming comes quicker. And of course, that's what friends are for.

5. The Other Side
Sometimes when I was stumped or frustrated by how to work around a player's absence, we ended using a different set of characters, either low-level comic commoners or villains. The plus side was that it gave the players a different vantage point, put emphasis on the story over individual PCs, gave reason to hate villains even more (or to sympathize with them), and sometimes was hilariously funny. The down side is that it takes some preparation to pull this trick off without feeling disconnected from the main story.

6. In-Game Reason for Absence
Perhaps the weirdest experiment we tried was allowing the absent player (or the other players) to come up with an explanation for the PC's absence. For example, a player might write down on their character sheet "If I can't make it to a game session, Alhandria has been summoned by the mage who possesses her soul stone to perform a service." Alternately, the other players might decide that Alhandria has become possessed by the evil spirit she foolishly tried to tame last adventure and she is entrusted to a convent to be exorcised while the PCs seek out an evil wizard who holds the evil spirit's leash. This was really fun, but once or twice the absent player was a bit miffed, then again they knew it was a policy I was using and not discriminating against them.

Ok, so those are some ideas. Cheers!

EDIT: YOu might also check out this thread in which I posted some ideas about handling overland travel in alternative ways (see below). I didn't mention it there, but adding flavor according to the PC's mode of transportation is a good idea. For example, haggling with the camel dealer when trading your horses for camels.

http://www.enworld.org/showthread.php?t=142471
 
Last edited:

Sammael said:
I've been sitting on a plot hook for two years, ever so slowly increasing the ELs so that when the players finally get around to doing it, they won't find it a disappointment. I do make a point to remind them of it (in-game) every once in a while. I think they'll finally get around to doing it in about 10-12 sessions.
I feel you. I have unresolved plot hooks I've carried over from previous campaigns. One day, maybe...one day. :\
 

Remove ads

Top